I use FNEI for mods, since it has options for both searches.
and
Also this explains why I have difficulty searching for Ore.
Search found 21 matches
- Mon Apr 22, 2019 10:24 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1376474
- Mon Sep 04, 2017 11:24 pm
- Forum: Modding help
- Topic: Question about hiding technologies in mods.
- Replies: 3
- Views: 1544
Re: Question about hiding technologies in mods.
So it's the mod's fault completely? there's coding to prevent this kind of mishap?
Because i want to know which mod is at fault.
Because i want to know which mod is at fault.
- Mon Sep 04, 2017 3:15 pm
- Forum: Modding help
- Topic: Question about hiding technologies in mods.
- Replies: 3
- Views: 1544
Question about hiding technologies in mods.
Is there any way when one mod overrides another's (or the base game"s) technology, that any mods that call for it, default to the one that overrode it?
Or else you get situations like this
Or else you get situations like this
- Mon Sep 04, 2017 3:08 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1207425
Re: Bugs & FAQ
I have a 3 way bug trifecta going on. Dark matter replicators requires Air Compressors 1 tech, I believe one of your mods hides it from being researched, but doesnt eliminate it completely, meaning i get into a situation like this. https://puu.sh/x3TTP.png I've used lua commands to research air comp...
- Sat Sep 02, 2017 10:58 pm
- Forum: PyMods
- Topic: pY Fusion Energy - Discussion
- Replies: 552
- Views: 190008
Re: [MOD 0.15.x] pY Fusion Energy
Doing great. Keep up the good work.
- Sat Aug 12, 2017 12:58 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 314114
Re: [MOD 0.13.17+] Rampant - 0.15.19
Got this error with using Reverse factory: http://i.imgur.com/xEL14rT.png Thats a funny one. It's totally reverse factory issue but it writes it's not. Recipe format is proper and accepted by vanilla. There is no need to have expensive with normal :D Well just make a fake expensive recipe then? Som...
- Fri Aug 11, 2017 2:10 am
- Forum: Technical Help
- Topic: [15.33] Reached ID limit of recipe category.
- Replies: 2
- Views: 1351
Re: I'm not so sure this is a bug, but...
I will tomorrow when i get a chance, it was a very specific selection of mods that did this,probably because of reactive recipe generation.Loewchen wrote:Upload your .ziped mods folder, either as forum attachment or a link to an hosting site.
- Thu Aug 10, 2017 7:00 pm
- Forum: Technical Help
- Topic: [15.33] Reached ID limit of recipe category.
- Replies: 2
- Views: 1351
[15.33] Reached ID limit of recipe category.
Apparently there's just a point that Factorio just decides to say no more.
- Tue Aug 08, 2017 10:01 am
- Forum: Mods
- Topic: [0.16.50] Dark Matter Replicators
- Replies: 77
- Views: 71848
Re: [MOD 0.15.29] Dark Matter Replicators
there's an issue with angel's mods overwriting some techs from bob's mods. Mainly the air compressors-1 technology. results in a chunk of the replicator tech tree not being able to be researched. https://puu.sh/x3TTP.png EDIT: I can bypass this by using lua commands to research the invisible air com...
- Sat Jul 29, 2017 12:47 pm
- Forum: Mods
- Topic: [Mod 0.15] Omnimatter
- Replies: 31
- Views: 14907
Re: [Mod 0.15] Omnimatter
You and reverse factory don't play well now after your updates.
If i disable reverse factory, it works fine.
But Reverse Factory didn't cause issues until you updated, so i don't know who is exactly at fault.
- Fri Jul 07, 2017 7:30 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 585855
Re: [MOD 0.14.x] pY Coal Processing
I eagerly await when this mod is more stable/balanced.
This mod is going to be a core mod for all of my future playthroughs. Excellent job.
This mod is going to be a core mod for all of my future playthroughs. Excellent job.
- Thu May 18, 2017 10:44 am
- Forum: General discussion
- Topic: (0.15.10+) Water and Steam, what's the plan?
- Replies: 83
- Views: 23757
Re: (0.15.10+) Water and Steam, what's the plan?
R.I.P. nice features -.- I hate to be that guy, but this is the unstable branch, things are bound to get changed because of balance issues, if you wish to stay on 15.9 because of stubborness to accept change, sure, go ahead. But keep in mind you will lose out on all future updates and optimizations...
- Wed Aug 31, 2016 11:58 am
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 51808
Re: [MOD 0.13.x] BeltSorter 0.2.2
I second this, fabulous mod!aklesey1 wrote:Waiting for 0.14 update
Re: [MOD 0.12.26] KS Power
Hello, do you think it's possible for you to update your set of mods to .14?
- Sun Aug 28, 2016 12:24 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 227584
Re: [MOD 0.13] Warehousing v0.0.10
Factorio updated to .14, whenever you get a chance, if you could update, that would be wonderful!
Thanks for the great mod.
Thanks for the great mod.
- Sat Aug 27, 2016 7:18 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133525
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Any chance for these to be updated to .14?
- Tue Aug 23, 2016 1:00 am
- Forum: Mods
- Topic: [MOD 0.13] Beyond 0.2.0
- Replies: 19
- Views: 12747
Re: [MOD 0.13] Beyond 0.1.0
The suggestion to split probably comes from potential incompatibility with other mods that do somewhat similar functions.
Like bob's.
Like bob's.
- Fri Aug 19, 2016 11:05 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1376474
Re: Development and Discussion
https://github.com/Arch666Angel/angelspetrochems/releases/download/0.1.3/angelspetrochem_0.1.3.zip ---0.1.3 -added technologies -added heavy-pump So did some tinkering, but in the end I decided against an override to all of bobs techs and recipes, because it would make a mess with the mod and its t...
- Tue Aug 02, 2016 11:44 pm
- Forum: Resolved Problems and Bugs
- Topic: Mod Portal: Mod name character limitation necessary
- Replies: 11
- Views: 4088
Mod Portal: Mod name character limitation necessary
Not sure if this counts as a bug, but on the mod portal, when browsing through the mods, when a mod has a REALLY long name, it overly stretches the UI, making you unable to see other information, like last updated or how many downloads. http://puu.sh/qnMly.jpg I've counteracted the issue temporarily...
- Wed Jul 06, 2016 7:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.13.5] Crash when switching armor.
- Replies: 3
- Views: 2300
Re: [Rseding91] [0.13.5] Crash when switching armor.
Sorry about that, left immediately without checking back, you guys are fast! and thank you!