Hi Angel,
Would it be possible to rename the base 'Air filter' machine to something else? Right now it conflicts with the reusable 'Air filter' item used in the popular Air filtering mod. The Air filter Mk2 is unaffected since it has a different name.
TY - Great mods by the way!
Search found 9 matches
- Fri Oct 28, 2016 7:33 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1692608
- Wed Oct 05, 2016 3:40 am
- Forum: Mods
- Topic: Patch for Angels processing to work with angels smelting in an existing game
- Replies: 7
- Views: 4171
Re: Patch for Angels processing to work with angels smelting in an existing game
I got the following error:
Code: Select all
Error while applying migration: Angel's Processing: angelsprocessing_0.2.2.lua
Cannot execute command. Error: [string "game.reload_script()
..."]:14: attempt to index field 'bauxite-ore-processing' (a nil value)
- Tue Sep 20, 2016 1:33 am
- Forum: Technical Help
- Topic: Graphics pauses on Ubuntu Intel Integrated Graphics
- Replies: 2
- Views: 1329
Re: Graphics pauses on Ubuntu Intel Integrated Graphics
Yes, I tried Civ5, which even though I get FPS in the mid 20s, I don't get any multi-second pauses.
- Thu Sep 08, 2016 5:33 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1692608
Re: Development and Discussion
Why not to burn hydrogen in furnaces or another special machine
We all know that if hydrogen burns he creates weater - because water? oxygen and water is base foundation of our nature You can get rid of hydrogen by using it to craft solid fuel (unless that was a change made by Bobs mods).
In bob ...
We all know that if hydrogen burns he creates weater - because water? oxygen and water is base foundation of our nature You can get rid of hydrogen by using it to craft solid fuel (unless that was a change made by Bobs mods).
In bob ...
- Wed Sep 07, 2016 6:29 am
- Forum: Modding help
- Topic: Changing pollution absorption of existing terrain tiles
- Replies: 7
- Views: 2803
Re: Changing pollution absorption of existing terrain tiles
Thanks, it looks like setting the ageing property does what I want. I only checked the Lua API reference and the page for TilePrototype is very misleading http://lua-api.factorio.com/0.14.1/LuaT ... otype.html
- Tue Sep 06, 2016 11:02 pm
- Forum: Modding help
- Topic: Changing pollution absorption of existing terrain tiles
- Replies: 7
- Views: 2803
Re: Changing pollution absorption of existing terrain tiles
I've attached a simple mod that changes emissions_on_tick to -1000.0 on all tiles.
- Tue Sep 06, 2016 5:33 pm
- Forum: Modding help
- Topic: Changing pollution absorption of existing terrain tiles
- Replies: 7
- Views: 2803
- Tue Sep 06, 2016 10:36 am
- Forum: Modding help
- Topic: Changing pollution absorption of existing terrain tiles
- Replies: 7
- Views: 2803
Changing pollution absorption of existing terrain tiles
I tried tweaking something basic such as:
But the debug show pollution values seems to indicate that it's still absorbing -0.008 (third value in column)
Code: Select all
data.raw["tile"]["grass"].emissions_per_tick = -1000.0
- Mon Sep 05, 2016 9:00 pm
- Forum: Technical Help
- Topic: Graphics pauses on Ubuntu Intel Integrated Graphics
- Replies: 2
- Views: 1329
Graphics pauses on Ubuntu Intel Integrated Graphics
System:
Ubuntu 16.04 64-bit
i5-4690k
16 GiB
750 Ti
Factorio 13.20
nvidia drivers
I recently tried running Factorio on integrated graphics instead of my nvidia card and have been getting multi-second graphics render stops every few seconds (happens more often if zoomed out). However I am still ...
Ubuntu 16.04 64-bit
i5-4690k
16 GiB
750 Ti
Factorio 13.20
nvidia drivers
I recently tried running Factorio on integrated graphics instead of my nvidia card and have been getting multi-second graphics render stops every few seconds (happens more often if zoomed out). However I am still ...