Search found 56 matches
- Fri Apr 05, 2019 4:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Recipes with more than one instance of the same ingredient
- Replies: 34
- Views: 16905
Re: [0.17.14] Recipes with more than one instance of the same ingredient
The input one might make sense but for output, we NEED to be able to have duplicates to make certain features work nicely and there you don't need a check in the same way, it is just grab what ever is in the slot and shove it out!
- Wed May 09, 2018 1:48 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 93230
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
I will add I have fixed it and will be updating my mods on friday as thigns are, unless something comes up. However Clown will have to fix his to remain compatible.
- Tue Aug 08, 2017 12:25 pm
- Forum: Not a bug
- Topic: [General] Modpacks are starting to overload limits
- Replies: 3
- Views: 2025
[General] Modpacks are starting to overload limits
With the increase of of larger modpacks and dynamic ones at that, the amount of recipes and entities in general is increasing and I would suggest that this limit of 255 is increased.
Not as a default thing, I understand that it can be processor, memory etc heavy to do it. But I would suggest having ...
Not as a default thing, I understand that it can be processor, memory etc heavy to do it. But I would suggest having ...
- Mon Aug 07, 2017 1:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.15.32] Big recipes not completing
- Replies: 8
- Views: 9356
Re: [0.15.32] Big recipes not completing
That's a nice solution, should be fixed though ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- Mon Aug 07, 2017 4:20 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.15.32] Big recipes not completing
- Replies: 8
- Views: 9356
Re: [0.15.32] Big recipes not completing
https://mods.factorio.com/mods/EmperorZelos/omnimatter_compression
https://mods.factorio.com/mods/EmperorZelos/omnimatter
These two mods give it the easiest
For ease of access
https://mods.factorio.com/mods/Mooncat/creative-mode
uses the final compressed recipe of omnite to saphirite, gives 65 ...
https://mods.factorio.com/mods/EmperorZelos/omnimatter
These two mods give it the easiest
For ease of access
https://mods.factorio.com/mods/Mooncat/creative-mode
uses the final compressed recipe of omnite to saphirite, gives 65 ...
- Sun Aug 06, 2017 3:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [0.15.32] Big recipes not completing
- Replies: 8
- Views: 9356
[Dominik] [0.15.32] Big recipes not completing
We have seen the thing about inputs getting huge past stack sizes in them, which when uncapped is bad but it is good when recipes are fairly big and consumes a lot of resources.
However on the output side it should allow any amount that is outputted, it does it for fluids. But for items I found ...
However on the output side it should allow any amount that is outputted, it does it for fluids. But for items I found ...
- Sun Jun 04, 2017 5:29 pm
- Forum: Implemented Suggestions
- Topic: Insert stack size customizable
- Replies: 1
- Views: 1471
Insert stack size customizable
We need to have the stack size of inserters customizable to give more variety on things, please? ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Thu Jun 01, 2017 4:34 am
- Forum: Not a bug
- Topic: [0.15.X] Dynamic recipe mods cause issues
- Replies: 5
- Views: 2581
- Thu Jun 01, 2017 4:21 am
- Forum: Not a bug
- Topic: [0.15.X] Dynamic recipe mods cause issues
- Replies: 5
- Views: 2581
[0.15.X] Dynamic recipe mods cause issues
My mod Omnimatter has dynamic recipes that can be changed and sometimes with mod settings and such for multiplayer, it says different content but same version number, when they all are equal.
- Sun May 28, 2017 1:18 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88993
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Actually I found the issue, the issue is your mod does not make a check to see if the pumpjack exists, it just assumes it does and goes ahead stuffing it up.
- Sun May 28, 2017 1:17 am
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 17362
Re: [Mod 0.15] Omnimatter
Point taken
- Wed May 24, 2017 3:11 am
- Forum: Texture Packs
- Topic: [Request] A processing plant
- Replies: 2
- Views: 2964
Re: [Request] A processing plant
My apologies! I forgot, a 3 by 3 entity ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Tue May 23, 2017 9:03 am
- Forum: Texture Packs
- Topic: [Request] A processing plant
- Replies: 2
- Views: 2964
[Request] A processing plant
Hello everyone! I have recently finished my mod Omnimatter which has taken of nicely. :D
I am however dissatisfied by the sprite I am using, I am using a part of vanilla centrifuge for my omnitractor, which is the building that from the ore (omnite) all other ores are extracted. It does the job ...
I am however dissatisfied by the sprite I am using, I am using a part of vanilla centrifuge for my omnitractor, which is the building that from the ore (omnite) all other ores are extracted. It does the job ...
- Mon May 22, 2017 4:23 am
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 17362
Re: [Mod 0.15] Omnimatter
Done for the next version ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Mon May 22, 2017 3:51 am
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 17362
Re: [Mod 0.15] Omnimatter
I know what you mean, I'll get to it ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
- Sun May 21, 2017 3:29 pm
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 17362
Re: [Mod 0.15] Omnimatter
Wrote on mod portal, duplicate here:
2 ideas & suggestions:
1. What about night glowing of infinite omnite version patches (maybe darker, for convenience)?
2. What about liquid requirement for mining infinite omnite ? (maybe water :) ) Cause of condensing all of ores we losing new mining mechanic ...
2 ideas & suggestions:
1. What about night glowing of infinite omnite version patches (maybe darker, for convenience)?
2. What about liquid requirement for mining infinite omnite ? (maybe water :) ) Cause of condensing all of ores we losing new mining mechanic ...
- Sun May 21, 2017 1:20 am
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 17362
Re: [Mod 0.15] Omnimatter
Known Issues:
Lithia water in bob mods alone does not have a pathway
Crushed/Pulverized omnite servers no purpose
Lithia water in bob mods alone does not have a pathway
Crushed/Pulverized omnite servers no purpose
- Fri May 19, 2017 8:06 am
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 17362
[Mod 0.15] Omnimatter
Name: Omnimatter
Factorio Version: 0.15.x
Download: https://mods.factorio.com/mods/EmperorZelos/omnimatter
Description:
Tired of having many ores? Dealing with oil and such being in bad places? Well look no more! This mod is a dynamic one intended to be usable for other modders that add ores to add ...
Factorio Version: 0.15.x
Download: https://mods.factorio.com/mods/EmperorZelos/omnimatter
Description:
Tired of having many ores? Dealing with oil and such being in bad places? Well look no more! This mod is a dynamic one intended to be usable for other modders that add ores to add ...
- Sun May 14, 2017 8:25 am
- Forum: Angels Mods
- Topic: Logistics/Tech
- Replies: 7
- Views: 3565
- Sun May 14, 2017 6:41 am
- Forum: Angels Mods
- Topic: Logistics/Tech
- Replies: 7
- Views: 3565
Re: Logistics/Tech and Pressure tanks
Thank You! I have been waiting for these! Now I can update to 0.15!