Search found 24 matches

by Air
Sun Jul 04, 2021 9:59 am
Forum: Modding help
Topic: How to make inserters take out used fuel
Replies: 2
Views: 867

Re: How to make inserters take out used fuel

Thanks. I see this is known problem and not a misconfiguration on my part.
Rseding91 wrote: ↑
Wed Dec 27, 2017 3:36 pm
This is a limitation of how inserters work at the moment. They can only ever extract items from 1 inventory which means you simply can't use the burnt-result system with any entity that produces items otherwise.
by Air
Sun Jul 04, 2021 12:51 am
Forum: Modding help
Topic: How to make inserters take out used fuel
Replies: 2
Views: 867

How to make inserters take out used fuel

I've made a custom lab which works on "battery" type fuel. Charged batteries become used batteries in this process. The problem I'm having is that inserters don't take out used batteries. They take out science packs, as with normal labs, but they refuse to take out used batteries even when...
by Air
Sun Jul 12, 2020 7:07 am
Forum: Modding help
Topic: Find all strings that require localization
Replies: 1
Views: 731

Find all strings that require localization

Is there a good way to find them all? After updating my mod with a bunch of new recipes, items and etc. I have many new strings but I don't have a concise list of them. I'm afraid I'm going to miss some if I go through them manually.
by Air
Thu Apr 02, 2020 5:01 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1216128

Re: Bugs & FAQ

I've tried to launch the game with two mods: angelsrefining 0.11.7 angelspetrochem 0.9.5 Got "Error while running setup for entity prototype "oil-refinery" (assembling-machine): fast_replaceable_group must be set when next_upgrade is set." Setting data.raw["assembling-machin...
by Air
Thu Nov 07, 2019 3:15 am
Forum: Ideas and Suggestions
Topic: Make the car playable in a laggy multiplayer game (a list of possible solutions)
Replies: 0
Views: 630

Make the car playable in a laggy multiplayer game (a list of possible solutions)

TL;DR If your connections is not perfect it is almost impossible to drive the car. My understanding of the problem I think the core of the problem is steering. You don't know how much you've turned until your input has been processed by the server. (which can take a second or two!) So, let's say yo...
by Air
Mon May 14, 2018 10:25 pm
Forum: Modding help
Topic: Pumps not connecting to smaller fluid wagon
Replies: 0
Views: 643

Pumps not connecting to smaller fluid wagon

I'm trying to make a shorter fluid wagon. (2 rail tiles instead of 3, for a total length of 5 instead of 7) It works but it requires very precise train positioning or else pumps don't connect to it. For example if the train simply arrives at a station then none of the 4 possible pump placements work...
by Air
Mon Apr 16, 2018 8:49 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1385588

Re: Development and Discussion

...Never use crushed coal in smelting lines... That' s a good way to fix the problem - turn crushed coal into a simple ingredient, not a fuel. Why would you want it as fuel anyway? Just becase it's "realistic"? From the gameplay perspective if you have crushed coal, you probably have coal...
by Air
Sun Apr 15, 2018 7:43 am
Forum: Angels Mods
Topic: Addon mod for deadlock stacking/crating - alpha version
Replies: 17
Views: 12915

Re: Addon mod for deadlock stacking/crating - alpha version

Support for yuoki items would be nice ==> i was thinking about slag, both ores, both dust and both pellets (pressed dust) and pure iron and pure copper I haven't played Yuoki mods from quite some time. Are they playing along with Angel's set nicely? They can coexist. Angel's sorting has built-in su...
by Air
Sun Apr 15, 2018 6:44 am
Forum: Angels Mods
Topic: [MOD add-on 16.x] Beltbox Coil Cutter
Replies: 4
Views: 3526

Re: [MOD add-on 16.x] Beltbox Coil Cutter

I'm finding that with this mod enabled, I can't craft anything that requires copper cable while only having copper plates in my inventory. It will say "Not enough ingredients" and refuse to craft the copper cables as an intermediate ingredient. If I craft the cables manually first, then a...
by Air
Fri Apr 06, 2018 9:04 pm
Forum: Angels Mods
Topic: [MOD add-on 16.x] Beltbox Coil Cutter
Replies: 4
Views: 3526

Re: [MOD add-on 16.x] Beltbox Coil Cutter

What I did not do is balance the crafting times. I just left them untouched. I'm not sure if I should change them. The original idea behind beltbox speed balance was to convert fully saturated belt with the appropriate beltbox. But does it apply to this case? In the current version beltboxes don't s...
by Air
Fri Apr 06, 2018 8:48 pm
Forum: Angels Mods
Topic: [MOD add-on 16.x] Beltbox Coil Cutter
Replies: 4
Views: 3526

[MOD add-on 16.x] Beltbox Coil Cutter

This mod allows you to use Deadlock's stacking beltbox to cut Angel's rolls and coils into plates and cables. I thought it makes sense because coils are just another way to implement stacking. This should make them easier to utilise. Preserves crafting times, ratios. Unlocked at the same tech. The r...
by Air
Fri Apr 06, 2018 5:39 pm
Forum: Mods
Topic: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
Replies: 11
Views: 6491

Re: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic

I've added RSO support for your mod but to make it work properly you'll need to make small edit. Since your mod uses on chunk handler you need to add optional dependency on rso-mod to make sure that RSO can generate ore before your mod does it's processing of on chunk generated. Oh, awesome! Thank ...
by Air
Mon Sep 25, 2017 3:28 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351482

Re: [0.15.x] Bob's Mods: General Discussion

How about using phosphor bronze in module contacts and requiring contacts instead of bronze plate in the blue science?
by Air
Sat Sep 02, 2017 1:42 am
Forum: Mods
Topic: [MOD 0.15.x] Ore Chaos
Replies: 22
Views: 11844

Re: [MOD 0.15.x] Ore Chaos

I like this mod a lot. I made a few edits for my game, I thought I'd share them along with some feedback. I created a custom mode for my B&A+Y game. I edited the lua files, it's mush more convenient than filling the boxes in the mod settings. I went with pure starting area with a very small (0.0...
by Air
Sun Jul 02, 2017 6:45 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561993

Re: Yuoki Industries - Informations, Suggestions, Questions

I'm playing with Yuoki Engines and I just tried Solid Fuel Engine -> Gear Box -> 3.3 Generator chain. And it seems to be about 15x-20x more efficient than Boiler 3M6/4 -> Steam Turbine -> 3.3 Generator chain. Or any other steam based chain. Is It supposed to be like so? Or am I missing something? To...
by Air
Fri Jun 30, 2017 4:40 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351482

Re: [0.15.x] Bob's Mods: General Discussion

Yep. Have Shiny Bobs as well. Strange that the game doesn't mention that this mod is affecting this item.
by Air
Thu Jun 29, 2017 10:25 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351482

Re: [0.15.x] Bob's Mods: General Discussion

bobingabout wrote:I'm not sure what you're talking about there.... can you post a screenshot?
It's probably this Image
by Air
Sun Jun 11, 2017 11:43 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: Alternate Textures mod
Replies: 17
Views: 21990

Re: [0.15.x] Bob's Mods: Alternate Textures mod

Great mod! I used shinybob before. But it hasn't been updated to 0.15. And for some reason it also changes a lot of logic along with the textures. (which is why I couldn't simple modify it myself to support 0.15) Your mod has been a saver for me. I hope in the future you add textures for poles, mine...
by Air
Tue Jun 06, 2017 6:57 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351482

Re: [0.15.x] Bob's Mods: General Discussion

Run into an issue with alient artifacts. If I set bobmods-enemies-aliensdropartifacts = false bobmods-enemies-enableartifacts = true bobmods-enemies-enablenewartifacts = true bobmods-enemies-enablesmallartifacts = false the game doesn't load and says it can't find __ base__/graphics/icons/alien-art...
by Air
Mon Jun 05, 2017 10:23 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351482

Re: [0.15.x] Bob's Mods: General Discussion

Run into an issue with alient artifacts. If I set bobmods-enemies-aliensdropartifacts = false bobmods-enemies-enableartifacts = true bobmods-enemies-enablenewartifacts = true bobmods-enemies-enablesmallartifacts = false the game doesn't load and says it can't find __ base__/graphics/icons/alien-arti...

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