[BUG]
All four types of fish are removed from the recipes. This affects 4 peting, 4 breeding and 4 butchery recipes from angels bio. Furthermore, the names of the butchery recipes are not displayed correctly.
Search found 47 matches
- Sun Mar 01, 2020 9:09 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 289977
- Sat Feb 29, 2020 12:13 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 289977
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
I want to understand - can i load bob's mods + py mods + py mods + PyCoalTBaA in factorio 0.18? I can say i could play with bob's mods + py mods in factorio 0.18 and no errors on launch I am not 100% sure, if this lets you play the game without any problems, since I also included angels in my playt...
- Wed Feb 05, 2020 12:12 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 289977
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Also apparently PyCoalTBaA cant load several graphics from py. this is because the graphics have been outsourced to separat mods. for now you can just copy the graphics folder within the graphic mods back into the folder of the actual mods.
- Wed Feb 05, 2020 10:21 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 289977
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Has anyone a working combination for bobs + angels + py?
- Fri Sep 20, 2019 2:24 am
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 74
- Views: 77467
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.
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
- Wed Apr 17, 2019 11:59 am
- Forum: Mods
- Topic: [MOD 0.17.x] Krastorio
- Replies: 24
- Views: 17462
Re: [MOD 0.17.x] Krastorio
I havent tried your mod yet, but the graphics look truely amazing!
- Fri Mar 23, 2018 9:19 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 350060
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.
- Mon Mar 12, 2018 6:17 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 81736
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, ...
- Tue Feb 20, 2018 5:05 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 289977
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.
- Mon Feb 19, 2018 1:56 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 87980
Re: [MOD 0.16] MadClown01's Processing
You missed to name the things in the local.cfg.
(entity, item and maybe the recipe)
(entity, item and maybe the recipe)
- Sat Feb 17, 2018 3:29 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 87980
Re: [MOD 0.16] MadClown01's Processing
The name for the slusher is not displayed correctly.
- Thu Feb 15, 2018 7:21 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 204579
Re: ModMyFactory - mod manager and more
It works again using the username instead of the email. Thank you very much for solving it
- Thu Feb 01, 2018 12:32 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 204579
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...
- Thu Jan 18, 2018 12:18 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 204579
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 ?
- Thu Jan 18, 2018 10:24 am
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 74
- Views: 77467
Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
binbinhfr wrote:sorry i do not play factorio anymore, and just do the minimum to maintain the mod.laku wrote:It would still be very awsome if you could implement my suggestion.
ok. sad to hear but no problem at all
- Wed Jan 17, 2018 10:42 pm
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 74
- Views: 77467
Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
It would still be very awsome if you could implement my suggestion.
- Sun Nov 12, 2017 10:38 pm
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 74
- Views: 77467
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.
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.
- Fri Nov 10, 2017 1:51 am
- Forum: Angels Mods
- Topic: [0.15.x] Auto-detecting Ore Crusher
- Replies: 12
- Views: 5959
Re: [0.15.x] Auto-detecting Ore Crusher
@torne @mrvn
Ahhhh i see where this is going. You are both right of course.
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.
Ahhhh i see where this is going. You are both right of course.
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.
- Wed Nov 08, 2017 12:42 am
- Forum: Angels Mods
- Topic: [0.15.x] Auto-detecting Ore Crusher
- Replies: 12
- Views: 5959
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...
- Tue Nov 07, 2017 3:03 am
- Forum: Angels Mods
- Topic: [0.15.x] Auto-detecting Ore Crusher
- Replies: 12
- Views: 5959
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