Search found 88 matches
- Mon Aug 21, 2017 5:57 am
- Forum: Modding help
- Topic: [Done] Detect other mods installed
- Replies: 15
- Views: 6555
Re: Detect other mods installed
It's actually pretty easy. From http://lua-api.factorio.com/latest/Data-Lifecycle.html : a global table mods exists that contains a mapping of mod name to mod version for all enabled mods The global table mods still exists So, in the data stage, if mods[modname] then will tell you if a mod named mod...
- Sun Aug 20, 2017 3:56 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 340179
Re: PyCoalTBaA or the PyCoal Angels Patch
i have notice and been told a few recipes didnt get adjust so im going to need to do my own data-updates.lua to for that. correct me if im wrong but the only the recipe for angels ore 6 can be data.raw as the other 2 are ones i created and are not mods of old recipes That's correct, the new recipes...
- Sat Aug 19, 2017 6:46 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 340179
Re: PyCoalTBaA or the PyCoal Angels Patch
PyCoal does a lot overrides in the data updates stage, To accommodate for this The patch mod will also want to do the updates in the data-update.lua stage. Seconding this advice. Additionally the patches should be done using bobs library functions or directly editing the required field in data.raw ...
- Thu Aug 17, 2017 9:57 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404105
Re: Bugs & FAQ
Try saving, exiting to the main menu, selecting options -> mods, changing it there, then restarting Factorio and loading your save. The reason they're startup options is they modify things that are loaded before you get to the main menu, hence the need to restart Factorio. Even if you could change t...
- Tue Aug 15, 2017 9:28 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571494
Re: Development and Discussion
the 2 iron -> 1 steel is strictly from bob's mods, due to reducing the cost from 5 to 2 plates. angel's smelting reduces the cost from 5 iron to 4 iron. however, there's still used to steel smelting, just not for making steel plates. for example, cobalt steel. in order to make cobalt steel, you nee...
- Sat Aug 12, 2017 11:58 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404105
Re: Bugs & FAQ
I think "horribly, horribly wrong" is a bit of an exaggeration, but randomone is correct that there is a bug in Angel's Refining that only triggers when Angel's Smelting is not present. In the \prototypes\recipes\refining-output.lua subfolder of Angel's Refining, the line energy_required =...
- Sat Aug 12, 2017 9:00 am
- Forum: Texture Packs
- Topic: [Request] Radar/Radio Tower
- Replies: 7
- Views: 5452
Re: Art Request - Radar/Radio Tower
You might have better luck making an art request in the Texture Packs Forum (see this thread for the information you should provide in your request).
- Wed Aug 02, 2017 8:12 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404105
Re: Bugs & FAQ
As has been pointed out by a couple of people now, you don't get more plates from sorting until you're doing metallurgy smelting or single result sorting (i.e. saphirite + jivolite -> iron) anyway. Unless you need the slag for something (unlikely at this stage of the game) you can stick with crushed...
- Mon Jul 31, 2017 8:15 pm
- Forum: General discussion
- Topic: why mod creator make mod in seperate download ?
- Replies: 4
- Views: 2122
Re: why mod creator make mod in seperate download ?
Now that mod options exist, it is in fact possible to combine related mods together in that fashion and simply have startup options to turn the parts of the mod on or off (see Color Picker for an example of a mod that has done this; specifically, look at the changelog for version 0.4.0). In fact, in...
- Sat Jul 29, 2017 11:57 pm
- Forum: Modding help
- Topic: [Solved] Need help
- Replies: 2
- Views: 1522
Re: Need help
Try this:
Code: Select all
results = {{type="fluid", name="crystal-slurry", amount=20}},
- Fri Jul 28, 2017 7:40 pm
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 16692
Re: [Mod 0.15] Omnimatter
Your recent update broke Angel's algae processing balance really badly. A lot of the recipes require as much or more omnite for omni algae than it would take if you just turned the omnite directly into the final product (and the algae processing method also requires more machines, more space, and mo...
- Thu Jul 27, 2017 9:19 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 391585
Re: [0.15.x] Bob's Mods: General Discussion
Yeah, you pretty much want to use 5pipes for Tungstic, Crude oil and Heavy oil, 10pipes for everything else. And personally, I don't even bother doing that, I just use 10pipes for everything. It sorta makes having different size pipes pointless, since those 20pipes never get used. I have considered...
- Tue Jul 25, 2017 2:10 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571494
Re: Development and Discussion
Are you, by any chance, playing using expensive recipes? Using normal recipes it's still 40 molten lead -> 4 lead plates for me, while on expensive it's 50 -> 4 (note that expensive now also has 5 lead -> 3 plates in a furnace and 5 crushed rubyte -> 2 plates, while on normal it's 4->3 and 3->2 resp...
- Fri Jul 21, 2017 9:10 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404105
Re: Bugs & FAQ
As I said already, this worked when the only tech you had was mechanical refining; there's a number of ways to fix it by researching more tech (such as the metal mixing furnace you point out), but at that point it probably isn't a speedup over just making filter inserters. I know how to play, I'm j...
- Fri Jul 21, 2017 7:13 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404105
Re: Bugs & FAQ
You are right that is indeed a real boo-boo I think that one's my fault; I was in a hurry to get the files into a state where I could debug the new code, so I was doing a lot of copy/paste of one recipe and then editing in the correct values; I must have lost track of where I was in the file. Then ...
- Thu Jul 20, 2017 8:05 pm
- Forum: General discussion
- Topic: What means "Nauvis" in factorio
- Replies: 9
- Views: 11469
Re: What means "Nauvis" in factorio
I've lost track of where I first heard it; internally, when you get an alert it includes the name of the game surface that the alert is being triggered on, and the main surface is (apparently) named after the planet. Presumably, your character decided they needed something to call the planet they we...
- Thu Jul 20, 2017 7:12 pm
- Forum: General discussion
- Topic: What means "Nauvis" in factorio
- Replies: 9
- Views: 11469
Re: What means "Nauvis" in factorio
It's the name of the world you're on. I believe the literal translation is "New".
- Wed Jul 19, 2017 7:58 pm
- Forum: Angels Mods
- Topic: i outproduce slag.
- Replies: 8
- Views: 4943
Re: i outproduce slag.
I've been doing a lot of restarting recently for testing purposes, so I don't have a base in a useful state to share, but here's the setup I've been using for early-game green algae: algae.png It's designed to fit in a tier 2 factorissimo building, but it's pretty easy to add power poles to (and the...
- Tue Jul 18, 2017 7:36 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 664138
Re: [MOD 0.14.x] pY Coal Processing
Its seem not working up but last time it was work fine but until angel update it unless I miss out for compatible mod? I get the same error but from a different line and a conflict with a different mod. (One thats not on his mod list). Its because factorio .15 made "ingredients" inconsist...
- Mon Jul 17, 2017 9:17 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571494