Search found 19 matches
- Fri Feb 12, 2021 6:53 am
- Forum: Mod portal Discussion
- Topic: Problems to access pages requiring permission
- Replies: 6
- Views: 2766
Re: Problems to access pages requiring permission
Same here. I was able to update 21 days ago, but today it doesn't work.
- Sat May 12, 2018 10:15 am
- Forum: Mods
- Topic: [0.16] The Blueprint Lab 0.2.4
- Replies: 54
- Views: 20923
Re: [0.16] The Blueprint Lab 0.2.4
Any chance for alternate background? The high contrast tight pattern makes me unable to use the mod since I can't look at it without feeling physically sick.
- Mon Feb 26, 2018 1:41 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 39741
Re: [MOD 0.16.x] MadClown01's Science
Interesting idea but with Angels, Bobs, Bob's Extended and Omnimods, this mod is overpowered. I think the main issue here is that bob's extended and omniresearch both want to make SPs quite punishing, and you're combining the two here, so they're somewhat insane :D ...altough omnimods + pymods is s...
- Sun Feb 25, 2018 2:19 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 89725
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Heyas, any chance you'd make this omnimatter compatible? https://mods.factorio.com/mod/omnimatter has very terse instructions how you can make it so: For ores: 1: In data-update add the line "omni.add_resource(data.raw.item["name-of-ore"],tier,name of tech icon,"your mod name&quo...
- Fri Feb 16, 2018 10:10 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 97043
Re: [MOD 0.16] MadClown01's Processing
Can u think about some support for py mods to link angel mods with py mods - i know pyanodon did really massive and intersting system based on bob's mods but these 2 mod system have some identical duplicate resources - and there are many matches in angel's petrochem Just please don't make pysuite m...
- Fri Feb 16, 2018 6:02 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 97043
Re: [MOD 0.16] MadClown01's Processing
It seems Uranium hexafluoride has no uses? Just checking since it *might* be some interaction between mods.
Other than that looks sweet, it blends quite nicely within Angel's world
Other than that looks sweet, it blends quite nicely within Angel's world
- Tue Feb 13, 2018 3:40 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 39741
Re: [MOD 0.16.x] MadClown01's Science
Seems you're missing bob's warefare from prereqs list as well. Removed it since the last test and now it can't find sniper turret.
- Wed Feb 07, 2018 2:29 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 39741
Re: [MOD 0.16.x] MadClown01's Science
EDIT: *Gets in game* What is all this madness??? EDIT2: Mod updated :D Seems you're enjoying yourself :D And thanks! EDIT: Omniscience changes the purple icon to be omnipacks (since it's purple) and changes production packs to orange. Any chance this could be reflected in the alt icons / tech page ...
- Tue Feb 06, 2018 11:56 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 39741
Re: [MOD 0.16.x] MadClown01's Science
I'll look into adding omnipack support asap. The balancing shouldn't be too terrible, as long as the vanilla recipes remain the most long-term efficient ways of producing science for a typical factory I should be good Awesome! EDIT: Take what is below with a grain of salt, as Zelos seemed to love t...
- Mon Feb 05, 2018 7:07 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 39741
Re: [MOD 0.16.x] MadClown01's Science
I like the idea of having varied recipes for SPs. Have you considered making it support also omnipacks from omniscience? https://mods.factorio.com/mods/EmperorZelos/omnimatter_science Is the by design that logistic science pack has only two recipes, SP2 three and the rest four, or perhaps some inter...
- Mon Jan 29, 2018 2:31 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 116865
Re: [MOD 0.16] Bulk Rail Loaders
If you have a reliable way to reproduce, and can send me a save and steps of how the error happens, I will try to fix it in Rail Loaders, and/or help Nexela change PickerExtended, if that turns out to be the cause. https://www.dropbox.com/s/ffe18msdcpxedrh/Loader_test.zip?dl=0 clean game with only ...
- Sun Jan 28, 2018 2:40 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 116865
Re: [MOD 0.16] Bulk Rail Loaders
Getting this when I try to create new blueprint of random items. This time burner turbine from AAII. Any ideas?
- Sun Jan 28, 2018 1:28 pm
- Forum: Ideas and Suggestions
- Topic: More readable electricity history graph
- Replies: 1
- Views: 1244
More readable electricity history graph
TL;DR Having a sum energy usage and ticks on energy consumption would make it much clearer. What ? The electricity graph (when clicking power pole) should have sum graph as well as clearly labeled y axis, so it's easier to see the scale of things. Before: original_electricity.jpg After with sum (wh...
- Tue Jan 23, 2018 10:00 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 176912
Re: [MOD 0.16] Miniloader
The Miniloader techs take their cost from their first prerequisite, so in the case of the yellow miniloader, from Logistics 2 (red+green). This happened by Lua reference, which had the nice property that any mod that changes the cost of Logistics 2 would also change Miniloader. From looking at Omni...
- Tue Jan 23, 2018 7:50 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 176912
Re: [MOD 0.16] Miniloader
This would unfortunately change the costs of the technologies, so it's not really a viable option. I changed the way tech_prereqs are processed slightly, which may fix your problem. If it does, it points to a bug, possibly in Omnimatter or Omnimarathon, but I'm unable to test those mods (they're cr...
- Mon Jan 22, 2018 8:24 am
- Forum: Texture Packs
- Topic: [Request] Overhead Train Loader / Unloader
- Replies: 4
- Views: 4997
Re: [Request] Overhead Train Loader / Unloader
In general: I love it.
Two requests/ideas:
1) Could you add support for omnite to main version? (I know it's just adding stuff to bulk.lua locally as you pointed out).
2) Could you add some kind of filter so it's easier to configure what to load/unload? Perhaps multifilter as tech?
Two requests/ideas:
1) Could you add support for omnite to main version? (I know it's just adding stuff to bulk.lua locally as you pointed out).
2) Could you add some kind of filter so it's easier to configure what to load/unload? Perhaps multifilter as tech?
- Sat Jan 20, 2018 10:30 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 176912
Re: [MOD 0.16] Miniloader
I found a weird interaction with Omnimatter mods. Namely if you have omnicrystal and omniscience (need also omnilib and omnimatter to run them) along with miniloader, the omniscience goes bonkers and adds omnipacks to bunch of early techs such as logistics 2. I've discussed this with omnisuite make...
- Fri Jan 19, 2018 8:41 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 176912
Re: [MOD 0.16] Miniloader
I found a weird interaction with Omnimatter mods. Namely if you have omnicrystal and omniscience (need also omnilib and omnimatter to run them) along with miniloader, the omniscience goes bonkers and adds omnipacks to bunch of early techs such as logistics 2. I've discussed this with omnisuite make ...
- Sat Dec 23, 2017 11:13 am
- Forum: Mods
- Topic: [MOD 0.12.33+] Burner Smart Inserter
- Replies: 8
- Views: 5239
Re: [MOD 0.12.33+] Burner Smart Inserter
Updated to 0.16:
https://mods.factorio.com/mods/SqFKYo/B ... 0A16%20fix
Feel free to upload to the original page if you like. @author
https://mods.factorio.com/mods/SqFKYo/B ... 0A16%20fix
Feel free to upload to the original page if you like. @author