Search found 37 matches

by jessefjxm
Thu May 24, 2018 1:52 pm
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 21363

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

The recipe category tells me these recipes should be put in centrifuge, so I haven't try chemical (advanced) before.. I'll take a look at latest version. Edit: no, I can't find those recipes in chemical plant. Maybe you forget to add centrifuge category support on chemical plant, or to change the ca...
by jessefjxm
Wed May 23, 2018 2:29 pm
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 21363

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

The Nuclear Angelbob extension doesn't list a forum post, so if this isn't suitable here then can delete this. But in the new Angelbob nuclear extension there are multiple recipes converting spent uranium and thorium but i can't seem to find the right building to reprocess spent thorium (or uranium...
by jessefjxm
Mon May 21, 2018 1:25 am
Forum: Texture Packs
Topic: [No longer available] Old graphics
Replies: 66
Views: 16101

Re: WIP: Graphics (image heavy)

You made really cool models! It's a pity that your work abandoned.
by jessefjxm
Mon Apr 23, 2018 2:39 am
Forum: Mods
Topic: [MOD 0.16] Stationary Fusion Reactors
Replies: 27
Views: 4686

Re: [MOD 0.16] Stationary Fusion Reactors

Super cool idea! Can you add an support for omni-compression? It in default ignore weapons, but you may be able to generate corresponsding buildings with its api. I looked at https://mods.factorio.com/mod/omnimatter_compression and the only thing i can see is an item named "Compressed Portable...
by jessefjxm
Fri Apr 20, 2018 12:59 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 778
Views: 107992

Re: pY HighTech Discussion

One of the ree-concentrate recipe, that takes water+cyanic-acid+ree-solution, cannot find place to craft :( What-does-it-really used-for shows that this recipe is taken at centrifugal-pan, but there's no related recipe inside this building. Inventory recipe also shows no "craft at" result.
by jessefjxm
Mon Apr 16, 2018 2:37 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 972
Views: 117582

Re: PyCoalTBaA or the PyCoal Angels Patch

Just noticed clay is also a duplicate in angels & pyHightech. And plans to merge them? :D there would be if i had at some point noticed the double clay. i dont know why but even after seeing the two different clay items a few dozen times over the last week or so messing with pyht circuits my br...
by jessefjxm
Sun Apr 15, 2018 2:30 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 972
Views: 117582

Re: PyCoalTBaA or the PyCoal Angels Patch

Just noticed clay is also a duplicate in angels & pyHightech. And plans to merge them? :D
by jessefjxm
Sat Apr 14, 2018 8:01 pm
Forum: Bob's mods
Topic: Cannot extend my inserter with inserter mod..rare bug?
Replies: 3
Views: 894

Re: Cannot extend my inserter with inserter mod..rare bug?

bobingabout wrote:So, this issue apears to be specific to this save game, or it still shows up in new games?
Only in this old save.
by jessefjxm
Fri Apr 13, 2018 8:25 pm
Forum: Bob's mods
Topic: Cannot extend my inserter with inserter mod..rare bug?
Replies: 3
Views: 894

Cannot extend my inserter with inserter mod..rare bug?

I installed bob's suite on my current save several weeks ago at its end-game, but I didn't realized that every inserter can be extended with bob's inserter mod until I test it with a brave new save. The problem is that none of my inserters can reach more than 1 tile--even for vanilla long inserters....
by jessefjxm
Mon Apr 09, 2018 2:17 pm
Forum: Not a bug
Topic: [0.16.36] In-game mod panel not show latest version of my mod
Replies: 2
Views: 783

[0.16.36] In-game mod panel not show latest version of my mod

I found this issue by my friend's complain that my mod https://mods.factorio.com/mod/fundamental_physics he got from in-game mod panel is at 0.2.0, while I've already upload 0.3.0 version of it. Mods work fine if we manually download from website. We're both at 0.16.36 so it shouldn't be version's f...
by jessefjxm
Wed Apr 04, 2018 6:26 pm
Forum: Modding help
Topic: Possible to specific fluid go through specific buildings?
Replies: 9
Views: 1190

Re: Possible to specific fluid go through specific buildings?

You could muck around with some hidden collision-box-only entities and weird fluid box connection positions that in combination make it simply impossible for anything built in a normal way to connect to thoes positions. Drawback would be that the arrows don't align nicely with the buildings. That's...
by jessefjxm
Sat Mar 31, 2018 12:57 pm
Forum: Modding help
Topic: Possible to specific fluid go through specific buildings?
Replies: 9
Views: 1190

Re: Possible to specific fluid go through specific buildings?

I got an idea, behause i struugle the Same Problem...... How about Create your Building with specific Fluid and Provide no recipe for the Fluid. create the specific Fluid in a missused specific Boiler or off-Shore pump. So there would be no possibility to Feed a wrong Fluid into your Building witho...
by jessefjxm
Sat Mar 31, 2018 1:55 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 862
Views: 294126

Re: [MOD 0.14] AAI Programmable Vehicles

Got a problem when turning ship's AI on while I'm on board: https://i.imgur.com/oqsW61t.png Ships come from this mod: https://mods.factorio.com/mod/ships_extended AI works fine when I'm not on it. Seems to be a conflict with Pavement Driving Assist. Turn off PDA then things goes fine. Edit: got anot...
by jessefjxm
Sat Mar 31, 2018 1:50 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 862
Views: 294126

Re: [MOD 0.14] AAI Programmable Vehicles

Is it possible to restrict ships only consider water when path-finding? currently they works fine on the sea but cannot routing against land that blocks the way :shock:
by jessefjxm
Sat Mar 31, 2018 12:04 am
Forum: Modding help
Topic: Possible to specific fluid go through specific buildings?
Replies: 9
Views: 1190

Re: Possible to specific fluid go through specific buildings?

OK I got a way to solve this problem. Check every several seconds if any building with fluid-box that dares to keep my particles and destroy them. Hope this can help others.
by jessefjxm
Fri Mar 30, 2018 1:48 pm
Forum: Mods
Topic: [MOD 0.16] Helicopters
Replies: 117
Views: 29395

Re: [MOD 0.16] Helicopters

Your helicopter is really amazing! The controling system can almost reach the complexity of vanilla train controling system. Can you extends your framework to ships like those in https://mods.factorio.com/mod/ships_extended? These vehicles works pretty simlar: drive directly, travel from one site to...
by jessefjxm
Fri Mar 30, 2018 2:09 am
Forum: Mods
Topic: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses
Replies: 43
Views: 13828

Re: [MOD 0.15.12+] Long Reach Research 0.4.1 - initial bonuses

I made a simple update for this mod on https://mods.factorio.com/mod/long-reac ... ch-upgrade. Hope this help you guys.
by jessefjxm
Fri Mar 30, 2018 1:23 am
Forum: Won't implement
Topic: Alternate rail category support?
Replies: 2
Views: 606

Alternate rail category support?

Working on the ships mod today trying to add over-sea invisible rails that work as ship routes, but find that currently only "regular" rails are supported. Will custom rail category be added to the todo list in later version? :)
by jessefjxm
Thu Mar 29, 2018 1:12 pm
Forum: Modding interface requests
Topic: Forbid specific fluid going through pipe & tank
Replies: 5
Views: 708

Re: Forbid specific fluid going through pipe & tank

Yeah, that's why I hope devs can add such feature with minimum effect to performance.

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