Search found 19 matches

by SqFKYo
Fri Feb 12, 2021 6:53 am
Forum: Mod portal Discussion
Topic: Problems to access pages requiring permission
Replies: 6
Views: 2380

Re: Problems to access pages requiring permission

Same here. I was able to update 21 days ago, but today it doesn't work.
by SqFKYo
Sat May 12, 2018 10:15 am
Forum: Mods
Topic: [0.16] The Blueprint Lab 0.2.4
Replies: 54
Views: 18110

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.
by SqFKYo
Mon Feb 26, 2018 1:41 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36076

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...
by SqFKYo
Sun Feb 25, 2018 2:19 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

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...
by SqFKYo
Fri Feb 16, 2018 10:10 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 87981

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...
by SqFKYo
Fri Feb 16, 2018 6:02 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 87981

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 :-)
by SqFKYo
Tue Feb 13, 2018 3:40 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36076

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.
by SqFKYo
Wed Feb 07, 2018 2:29 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36076

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 ...
by SqFKYo
Tue Feb 06, 2018 11:56 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36076

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...
by SqFKYo
Mon Feb 05, 2018 7:07 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36076

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...
by SqFKYo
Mon Jan 29, 2018 2:31 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 102836

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 ...
by SqFKYo
Sun Jan 28, 2018 2:40 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 102836

Re: [MOD 0.16] Bulk Rail Loaders

railloader_bp_crash.JPG
railloader_bp_crash.JPG (26 KiB) Viewed 31284 times
Getting this when I try to create new blueprint of random items. This time burner turbine from AAII. Any ideas?
by SqFKYo
Sun Jan 28, 2018 1:28 pm
Forum: Ideas and Suggestions
Topic: More readable electricity history graph
Replies: 1
Views: 1086

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...
by SqFKYo
Tue Jan 23, 2018 10:00 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155844

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...
by SqFKYo
Tue Jan 23, 2018 7:50 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155844

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...
by SqFKYo
Mon Jan 22, 2018 8:24 am
Forum: Texture Packs
Topic: [Request] Overhead Train Loader / Unloader
Replies: 4
Views: 4476

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?
by SqFKYo
Sat Jan 20, 2018 10:30 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155844

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...
by SqFKYo
Fri Jan 19, 2018 8:41 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155844

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 ...
by SqFKYo
Sat Dec 23, 2017 11:13 am
Forum: Mods
Topic: [MOD 0.12.33+] Burner Smart Inserter
Replies: 8
Views: 4683

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

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