Rseding91 wrote: Wed Dec 27, 2017 3:36 pmThis 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.
Search found 24 matches
- Sun Jul 04, 2021 9:59 am
- Forum: Modding help
- Topic: How to make inserters take out used fuel
- Replies: 2
- Views: 1114
Re: How to make inserters take out used fuel
Thanks. I see this is known problem and not a misconfiguration on my part.
- Sun Jul 04, 2021 12:51 am
- Forum: Modding help
- Topic: How to make inserters take out used fuel
- Replies: 2
- Views: 1114
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 it's the ...
- Sun Jul 12, 2020 7:07 am
- Forum: Modding help
- Topic: Find all strings that require localization
- Replies: 1
- Views: 906
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.
- Thu Apr 02, 2020 5:01 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1519738
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-machine"]["oil-refinery ...
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-machine"]["oil-refinery ...
- 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: 834
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 ...
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 ...
- Mon May 14, 2018 10:25 pm
- Forum: Modding help
- Topic: Pumps not connecting to smaller fluid wagon
- Replies: 0
- Views: 783
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 ...
- Mon Apr 16, 2018 8:49 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1687841
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 or coke ...
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 or coke ...
- Sun Apr 15, 2018 7:43 am
- Forum: Angels Mods
- Topic: Addon mod for deadlock stacking/crating - alpha version
- Replies: 17
- Views: 14644
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 ...
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 ...
- Sun Apr 15, 2018 6:44 am
- Forum: Angels Mods
- Topic: [MOD add-on 16.x] Beltbox Coil Cutter
- Replies: 4
- Views: 4023
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 all is fine ...
- Fri Apr 06, 2018 9:04 pm
- Forum: Angels Mods
- Topic: [MOD add-on 16.x] Beltbox Coil Cutter
- Replies: 4
- Views: 4023
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 ...
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 ...
- Fri Apr 06, 2018 8:48 pm
- Forum: Angels Mods
- Topic: [MOD add-on 16.x] Beltbox Coil Cutter
- Replies: 4
- Views: 4023
[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 ...
Preserves crafting times, ratios. Unlocked at the same tech.
The ...
- Fri Apr 06, 2018 5:39 pm
- Forum: Mods
- Topic: [MOD 0.16] YAIOM - Yet Another Infinite Ore Mechanic
- Replies: 11
- Views: 7774
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 ...
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 ...
- Mon Sep 25, 2017 3:28 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 417435
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?
- Sat Sep 02, 2017 1:42 am
- Forum: Mods
- Topic: [MOD 0.15.x] Ore Chaos
- Replies: 22
- Views: 13403
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 (0.01 ...
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 (0.01 ...
- Sun Jul 02, 2017 6:45 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 666901
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 ...
- Fri Jun 30, 2017 4:40 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 417435
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.
- Thu Jun 29, 2017 10:25 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 417435
Re: [0.15.x] Bob's Mods: General Discussion
It's probably thisbobingabout wrote:I'm not sure what you're talking about there.... can you post a screenshot?
![Image](https://forums.factorio.com/images/ext/abae46bc2904304305cbf66b952d1794.png)
- Sun Jun 11, 2017 11:43 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: Alternate Textures mod
- Replies: 17
- Views: 24159
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 ...
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 ...
- Tue Jun 06, 2017 6:57 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 417435
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 ...
- Mon Jun 05, 2017 10:23 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 417435
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 ...
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 ...