Search found 43 matches

by laku
Fri Sep 20, 2019 2:24 am
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 72
Views: 38225

Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.

Wrong light radius, if you reverse a train.

Replacing lines 52 to 55 in data-updates.lua with this fixes the problem.

Code: Select all

for _, v in pairs(data.raw.locomotive) do
		update_lights(v.front_light, true)
		update_lights(v.back_light, true)
		update_lights(v.stand_by_light, my_light_locomotive_still )
end
by laku
Wed Apr 17, 2019 11:59 am
Forum: Mods
Topic: [MOD 0.17.x] Krastorio
Replies: 20
Views: 6817

Re: [MOD 0.17.x] Krastorio

I havent tried your mod yet, but the graphics look truely amazing!
by laku
Fri Mar 23, 2018 9:19 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 157446

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

Mining a fast (filter) inserter gives back an express inserter. I am using all Bobs mods and nothing else.
by laku
Mon Mar 12, 2018 6:17 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 125
Views: 27603

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

I am not quite sure were to report this, but here we go. If angels petrochem is installed, madclowns processing and thorium get an error on startup. Installing madclowns extended minerals fixes this bug again. As a side note, I used to play without the exntended minerlas mod, but now, as just said, ...
by laku
Tue Feb 20, 2018 5:05 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 899
Views: 67216

Re: PyCoalTBaA or the PyCoal Angels Patch

could you list the changes your mod does? like most people here, i am playing with a lot of mods and it is just hard to keep track of whats going on. thta would be super awsome.
by laku
Mon Feb 19, 2018 1:56 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 109
Views: 23146

Re: [MOD 0.16] MadClown01's Processing

You missed to name the things in the local.cfg. ;)
(entity, item and maybe the recipe)
by laku
Sat Feb 17, 2018 3:29 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 109
Views: 23146

Re: [MOD 0.16] MadClown01's Processing

The name for the slusher is not displayed correctly.
by laku
Thu Feb 15, 2018 7:21 pm
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 333
Views: 52722

Re: ModMyFactory - mod manager and more

It works again using the username instead of the email. Thank you very much for solving it :)
by laku
Thu Feb 01, 2018 12:32 am
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 333
Views: 52722

Re: ModMyFactory - mod manager and more

I'm having an issue updating mods; it finds all the mods that have an update, then when I approve them, it fails and give a nondescript message about needing a stable connection. I know I have a good connection; the manager itself even downloads new Factorio instances fine. Is there a log I can loo...
by laku
Thu Jan 18, 2018 12:18 pm
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 333
Views: 52722

Re: ModMyFactory - mod manager and more

Whenever i try to select a mod version and download it, i get a network error. It says I have no internet connection. I believe this is duw to some changes within the modportal. Could you try to fix this :)?
by laku
Thu Jan 18, 2018 10:24 am
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 72
Views: 38225

Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.

binbinhfr wrote:
laku wrote:It would still be very awsome if you could implement my suggestion.
sorry i do not play factorio anymore, and just do the minimum to maintain the mod.

ok. sad to hear but no problem at all :)
by laku
Wed Jan 17, 2018 10:42 pm
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 72
Views: 38225

Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.

It would still be very awsome if you could implement my suggestion.
by laku
Sun Nov 12, 2017 10:38 pm
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 72
Views: 38225

Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.

Great mod indeed!

However could you remove this part of the graphic (the stick and the base) but leave the surrounding glow and keep the size? This way one can use your lamp with colored signals.
This would be for any of the "light on"-versions.
by laku
Fri Nov 10, 2017 1:51 am
Forum: Angels Mods
Topic: [0.15.x] Auto-detecting Ore Crusher
Replies: 12
Views: 2419

Re: [0.15.x] Auto-detecting Ore Crusher

@torne @mrvn
Ahhhh i see where this is going. You are both right of course. :D
Sadly there is not much i can do, because of how the game itself is programmed and how Angel designed his recipes. If you have any creative ideas on how to solve this, let me know. :)
by laku
Wed Nov 08, 2017 12:42 am
Forum: Angels Mods
Topic: [0.15.x] Auto-detecting Ore Crusher
Replies: 12
Views: 2419

Re: [0.15.x] Auto-detecting Ore Crusher

How does that work with multiple ores on a belt? You need multiple ores of the same type to crush and from furnaces I gather what will happen is that the inserter will pick up any ore and then fail to insert it into the crusher if it already has a different ore inside. I am not quite sure I underst...
by laku
Tue Nov 07, 2017 3:03 am
Forum: Angels Mods
Topic: [0.15.x] Auto-detecting Ore Crusher
Replies: 12
Views: 2419

Re: [0.15.x] Auto-detecting Ore Crusher

ray4ever wrote:I like your mod. It is very useful when playing seablock ;)

Will you put it onto the mod portal?

sure. done. https://mods.factorio.com/mods/laku_0o/ ... d_crushing
by laku
Tue Oct 10, 2017 1:24 am
Forum: Angels Mods
Topic: [0.15.x] Auto-detecting Ore Crusher
Replies: 12
Views: 2419

Re: [0.15.x] Auto-detecting Ore Crusher

Updated to 0.0.2
by laku
Sun Oct 08, 2017 2:19 pm
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 45
Views: 9276

Re: [0.15] Automatic Coupler

First of all, thank you for this mod :) I kept thinking for quite a while now, how i would use this mod and finaly made up my mind. So i started looking at your code and changed line136 schedule.current = (schedule.current)% #schedule.records + 1 to schedule.current = (schedule.current)% #schedule.r...
by laku
Fri Oct 06, 2017 6:10 am
Forum: Angels Mods
Topic: [0.15.x] Auto-detecting Ore Crusher
Replies: 12
Views: 2419

[0.15.x] Auto-detecting Ore Crusher

I made a small mod that changes how Ore Crushers work. The Ore Crusher will now accept any ore and crushs it without a recipe that needs to be selected. Known limitations: - Coal can now only be crushed in the electrical Ore Crushers. - Its missing a proper dependency on petro chem (will be fixed to...
by laku
Wed Oct 04, 2017 2:46 am
Forum: Implemented mod requests
Topic: Event request: on_crafting_completed
Replies: 11
Views: 6317

Re: Event request: on_crafting_completed

Rseding91 wrote:
laku wrote:
Rseding91 wrote:So really this should be "Allow recipes to define the fluid input and output temperature"?
this would still be very nice
That has been supported since 0.13.0.
and this is not in the "Implemented mod requests"-subforum, because he originaly asked for something else?

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