Search found 126 matches
- Fri Jan 10, 2020 12:45 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 24224
Re: [Mods for 0.17] Amator Phasma's Mods
- a second way to produce wet mud would be better than a water void? (a recipe for mud filtration only) i think just a second recipe just without the water output would be good enough. Also, I'm very curious how you have built your factory with my mods, is it possible to provide a save file for me?...
- Thu Jan 09, 2020 6:26 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 24224
Re: [Mods for 0.17] Amator Phasma's Mods
so just started a full play thru of the full modset and trying to get a steady wood supply in a desert start is a pain in the ass. unless i missed something every recipe to make wood requires wet mineralized mud. i cant get nearly enough mud due to the fact i barely have anything to use the water f...
- Mon Dec 30, 2019 12:53 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 24224
Re: [Mods for 0.17] Amator Phasma's Mods
... The first part of my solution, if played with bob and without angel's smelting: - Rearrange my technology for the steelworks directly behind electricity. - create a new "Steelmaking 3" recipe under "Advanced material processing". The next step will be a "Steelworks tier...
- Mon Dec 30, 2019 11:48 am
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 24224
Re: [Mods for 0.17] Amator Phasma's Mods
I think it still migh be a little too expensive in terms of resources and definitely way too expensive in time/electricity consumption (I play with bob's right now, most bob's T2 machines need like 70 - 100 steel) Even after the buff 64 steel/min takes ~10MW of power (although granted, they generat...
- Sun Dec 29, 2019 6:23 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 24224
Re: [Mods for 0.17] Amator Phasma's Mods
Um...I'm not sure what you mean ...With these changes the steel is a bit cheaper than vanilla: 1x iron-ore per steel-plate... After the buff it takes 9 iron ore per one steel plate (36 iron in 4 steel plates out) Did you mean to make the output 40 steel plates? "It's one iron ore less compared...
- Sun Dec 29, 2019 10:33 am
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 24224
Re: [Mods for 0.17] Amator Phasma's Mods
... So I looked into it, and I would come with these changes for the expensive recipes (I'm also having buffed the normal ones a bit): https://bjoern-trimborn.de/factorio/steel_001.PNG https://bjoern-trimborn.de/factorio/steel_002.PNG What do you think? With these changes the steel is a bit cheaper...
- Sun Dec 29, 2019 9:52 am
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 24224
Re: [Mods for 0.17] Amator Phasma's Mods
Can you please rebalance steel production? Dunno if it's expensive recipes bug, but it takes 46 iron ore, 15 crushed coke per 4 steel plates, as well as steelworks taking 1.5MW to run. Basically, to get to 1000 steel/min I'd need to feed it 1M iron ore every 90 minutes, like 250MW of power and stup...
- Sun Dec 29, 2019 8:16 am
- Forum: Bob's mods
- Topic: Feature request for the mod: bobinserters
- Replies: 18
- Views: 6281
Re: Feature request for the mod: bobinserters
wow...
I have no idea why I was thinking that the positions are relative,
they are map coordinates, sorry, no idea what my brain was doing as I wrote this
I have no idea why I was thinking that the positions are relative,
they are map coordinates, sorry, no idea what my brain was doing as I wrote this
- Sat Dec 28, 2019 4:00 pm
- Forum: Bob's mods
- Topic: Feature request for the mod: bobinserters
- Replies: 18
- Views: 6281
Re: Feature request for the mod: bobinserters
Another question would be... should the returned positions be relative [-1, 0] (from inserter middle) or absolute [236.5, -782345.5] (map co-ordinate) values. for inserters entity.pickup_position entity.drop_position entity.held_stack_position they return relative positions, so I would also return ...
- Sat Dec 28, 2019 3:00 pm
- Forum: Bob's mods
- Topic: Feature request for the mod: bobinserters
- Replies: 18
- Views: 6281
Re: Feature request for the mod: bobinserters
Hi, From what I can gather from the description of your problem, you only really need an event raising when the pickup location is moved. though if I'm doing one for pickup, might as well also do one for drop. ... A good question is if you'd rather have a single "Hands changed" event raise...
- Wed Dec 25, 2019 11:32 pm
- Forum: Bob's mods
- Topic: Feature request for the mod: bobinserters
- Replies: 18
- Views: 6281
Feature request for the mod: bobinserters
Hi bobingabout, I would like to ask if it would be possible that your mod raises a script event after manipulating inserters pickup and/or drop positions? or after closing your ui? Why? One of my mod adds the ability to inserters to clear/take from the burnt fuel inventory, but I don't iterate throu...
- Mon Dec 16, 2019 6:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] inserter.held_stack.transfer_stack() unexpected behavior on transport belts
- Replies: 6
- Views: 3497
- Mon Dec 16, 2019 6:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] inserter.held_stack.transfer_stack() unexpected behavior on transport belts
- Replies: 6
- Views: 3497
Re: [0.17.79] inserter.held_stack.transfer_stack() unexpected behavior on transport belts
Thanks for the report however I have no idea what you're actually trying to report. Can you please explain what you expect to happen and what is currently happening? I think it's the fact that inserter is given stack of 3 items by script but drops only one first then other two on next swing. exactl...
- Mon Dec 16, 2019 6:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] inserter.held_stack.transfer_stack() unexpected behavior on transport belts
- Replies: 6
- Views: 3497
Re: [0.17.79] inserter.held_stack.transfer_stack() unexpected behavior on transport belts
Thanks for the report however I have no idea what you're actually trying to report. Can you please explain what you expect to happen and what is currently happening? What I expect: if I give a normal inserter an item stack with size 3 (example: coal) in the hand it lays them down on the belt, like ...
- Mon Dec 16, 2019 4:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.79] inserter.held_stack.transfer_stack() unexpected behavior on transport belts
- Replies: 6
- Views: 3497
[0.17.79] inserter.held_stack.transfer_stack() unexpected behavior on transport belts
Hi, I think I found a bug again :? What? If I give an Inserter with the drop_target of the type: transport-belt, underground-belt or splitter a item stack in the hand by script or console. it has a unexpected behavior as you can see in the attached gif. Reproduce - Load the attached save - execute t...
- Mon Dec 16, 2019 10:02 am
- Forum: Not a bug
- Topic: [0.17.79] Incorrect fluid connections after activating mod
- Replies: 1
- Views: 1233
[0.17.79] Incorrect fluid connections after activating mod
Hi, I found a minor bug? Don't know if you would call it a bug or not, but better safe than sorry :) If not feel free to move this into the trash can. What?: Entities displaying wrong after activating a mod that changes fluid boxes. It's just about displaying, not the function of the entities. Repro...
- Sun Dec 15, 2019 7:53 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 24224
- Tue Nov 19, 2019 6:37 pm
- Forum: Modding interface requests
- Topic: Recipes with probabilities better handling
- Replies: 7
- Views: 2014
Re: Recipes with probabilities better handling
+1
that would be awesome, for one of my mods to implement failed production cycle of some intermediates.
that would be awesome, for one of my mods to implement failed production cycle of some intermediates.
- Mon Nov 11, 2019 1:10 am
- Forum: Modding interface requests
- Topic: Blueprint support for control replaced entities
- Replies: 5
- Views: 1219
Re: Blueprint support for control replaced entities
something like entity.blueprinted_as_entity_name = entity.name (or better name). entity.placeable_by But maybe it doesn't work on offshore pumps? As far as i remember placeable_by only changes what items the bots can use to revive the ghost, not what entity ghost becomes part of the blueprint. Yes ...
- Sun Nov 10, 2019 9:17 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 24224
Re: [Mods for 0.17] Amator Phasma's Mods
Hello! Is it possible to get some compatibility with Realistic Reactors with your nuclear mod? There was compatibility until version 0.17.40 of my mod where I totally overhould all my stuff. I will look into it, but if my memory are right, I have to ask the author of "Realistic Reactors" ...