Search found 223 matches
- Sun Oct 23, 2016 4:28 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 160915
Re: [0.14.x] Bob's Mods: General Discussion
Hi, a quick question, im using cheat mode to see the capacities of the grids in the vehicles with the new bobvehicleequipment, however i only got a 8x2 grid which not work for all the modules using in it. Im tring using the VehiclesEquipement mod with no change. You need to use bob's warfare, which...
- Fri Oct 21, 2016 9:44 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230308
Re: Bugs & FAQ
How do I get Mineralized Water? Seems like you could use a mod like this: https://mods.factorio.com/mods/MrDoomah/what-is-it-used-for or use the search fields on your inventory and in the tech tree. I do have and it confused me. It displayed a recipe as available but there's no actual way to do the...
- Thu Oct 20, 2016 6:40 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230308
Re: Bugs & FAQ
Seems like you could use a mod like this:SHiRKiT wrote:How do I get Mineralized Water?
https://mods.factorio.com/mods/MrDoomah ... t-used-for
or use the search fields on your inventory and in the tech tree.
- Thu Oct 20, 2016 4:25 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230308
Re: Bugs & FAQ
When I installed your mods along with Bobs and RSO the Stone generation is just disabled. Is that intended or a bug? If intended, how do I get enough stone? Edit: Link to images: http://imgur.com/a/aKMik Default options on all mods. Intentional. Shortly you will be asking what to do with all the ex...
- Wed Oct 19, 2016 7:37 pm
- Forum: Yuoki Industries
- Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
- Replies: 164
- Views: 107528
Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
Did you miss all the power options in engines? They scale from 50MW-1GW. Yes I did... The hydromechanical didn't make sense to me and I didn't spend the time to figure it out. Now I went back and played with it and can see the point. The TMFW-Gen 1.1/8.913 -S is 50MW and I do not see any bigger tha...
- Mon Oct 17, 2016 3:37 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230308
Re: Bugs & FAQ
angelsaddons-warehouses_0.1.2 : Missing a bracket on line 41 of warehouses.lua.
{"angels-warehouse", 1,
{"angels-warehouse", 1,
- Mon Oct 17, 2016 1:00 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230308
Re: Bugs & FAQ
After downloading bio processing 0.1.1 I get the error "assignID, item with name 'small-alien-artifact' does not exist" when trying to start factorio. The dependencies are base >= 0.14.0", "angelspetrochem >= 0.1.14", and "angelsrefining >= 0.3.6. My game version is 0....
- Mon Oct 17, 2016 4:38 am
- Forum: Modding discussion
- Topic: Event Order with multiple mods?
- Replies: 8
- Views: 3000
Re: Event Order with multiple mods?
If you set a dependency on another mod, that mod will get loaded before your mod, and thus register its events before your mod. I have that already and that is not true. It would be nice if it worked that way, but events appear to be executed based on mod name and not by when the listener was regis...
- Sun Oct 16, 2016 11:07 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 160915
Re: [0.14.x] Bob's Mods: General Discussion
Logistics 0.14.3: * Changed armoured-cargo-wagon max_speed to 1.2 (base game locomotive max speed) * Changed construction robot items to goes-to-main-inventory * Added Character inventory slots bonus local entry. * Changed the way the inserters GUI is displayed. inserters 0.14.1: * Optimise on_tick...
- Sun Oct 16, 2016 9:46 pm
- Forum: Modding discussion
- Topic: Event Order with multiple mods?
- Replies: 8
- Views: 3000
Re: Event Order with multiple mods?
If you set a dependency on another mod, that mod will get loaded before your mod, and thus register its events before your mod. I have that already and that is not true. It would be nice if it worked that way, but events appear to be executed based on mod name and not by when the listener was regis...
- Sun Oct 16, 2016 8:46 pm
- Forum: Modding discussion
- Topic: Event Order with multiple mods?
- Replies: 8
- Views: 3000
Re: Event Order with multiple mods?
I'd imagine they'd run in order of which mod is loaded first on your mod list. You can influence this order by using dependencies. I have a dependency on the mod I hoped to run after in the event stack, but it runs first. I played around with renaming my mod and could get it to run in the order i d...
- Sun Oct 16, 2016 8:05 pm
- Forum: Modding discussion
- Topic: Event Order with multiple mods?
- Replies: 8
- Views: 3000
Event Order with multiple mods?
Multiple mods trigger on the on_player_created event and their functions run in what order?
If I want my mod to run last on an event can I set/influence my order in the event stack?
If I want my mod to run last on an event can I set/influence my order in the event stack?
- Sun Oct 16, 2016 7:14 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566645
Re: Yuoki Industries - Informations, Suggestions, Questions
What he probably means was why include it in the main mod. It would have been just as easy to make a small file with those bits in it for yourself or even put it up as "if you too miss these mods, use this". Including it in the main mod takes the choice away from people is my guess what h...
- Sun Oct 16, 2016 5:53 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 121123
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.0.2|0.2.6
I was taking a look at your interfaces and wondering if you could support calling them in a mod? I'd like to setup my defaults using something like this in a separate config/settings type mod: script.on_event(defines.events.on_player_created, function(event) if game.active_mods["Foreman"] ...
- Sun Oct 16, 2016 3:39 pm
- Forum: Yuoki Industries
- Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
- Replies: 164
- Views: 107528
Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
How much water does an MF pump from the engines tab produce per second? I'm trying to feed a reactor which needs about 300 per second (5 offshores work or 6 for symmetry) away from a shore line. 8 pumps is only managing to keep it at about 240. Is there a way to make them pump more? Or a better pum...
- Sat Oct 15, 2016 3:51 pm
- Forum: Yuoki Industries
- Topic: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
- Replies: 164
- Views: 107528
Re: From Player To Player (Theocrafting, Builds, Blueprints, Tips, Workarounds)
I've played through a rather long game of Yuoki to get a feel for it before a lets play. My biggest gripe was the ridiculous power need at the end game, which significantly outscales the production capabilities. Several 150 MW machines (Research Center and Alien Infuser) and even at 80% reduced the...
- Fri Oct 14, 2016 5:59 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 116362
Re: Friday Facts #160 - Playtesting
On the talk of mark II versions of a few vanilla items. I hope the actually upgraded item implemented is creative and is more than just a color tinted version of the same item with the stats cranked up.
- Fri Oct 14, 2016 1:26 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230308
Re: Bugs & FAQ
any way to run angels mod only game (eg. without bobs? seems even if i fix problem with gas and few other, i still run into dependency problems, atm. it fails when loading petrochem, because of missing liquifier recipe, although i addedd refining as petrochem dependency, so it is loaded before petr...
- Thu Oct 13, 2016 12:08 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230308
Re: Bugs & FAQ
Carbon in angels can be made in two basic liquifiers.wormzjl wrote:It seems that using bob's mod carbon is needed very early to product T1 circuits
However with angels petrochemicals, the original carbon is overwritten and I'm unable to make it when needed
Is this a bug?
test
- Wed Oct 12, 2016 2:26 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 566645
Re: Yuoki Industries - Informations, Suggestions, Questions
9. ... because the research is very ugly in vanilla, i can't use reputation/fame for buying research-blueprints Having spent some time with lab's lately what are you looking to do? You can make a new entity based off the lab prototype that takes your fame in place of science packs and you can creat...