Search found 9 matches

by Baruk
Fri Sep 20, 2019 8:12 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 915
Views: 94995

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I am awfully sorry to tell you the error still exists in 0.99.6 8.064 Error ModManager.cpp:1323: Error while running setup for technology prototype "qolinternal-character-crafting-speed-2" (technology): Technology prerequisite "qolinternal-character-crafting-speed-1" is registered more than once. . ...
by Baruk
Fri Sep 20, 2019 7:47 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 915
Views: 94995

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Unbelievable, that's fast. :shock:

Thank you.

Great work and really enjoyable!
by Baruk
Fri Sep 20, 2019 7:41 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 915
Views: 94995

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

With update 0.99.5 I got following error message: 7.773 Error ModManager.cpp:1323: Error while running setup for technology prototype "qolinternal-character-crafting-speed-2" (technology): Technology prerequisite "qolinternal-character-crafting-speed-1" is registered more than once. . . . 8.466 Fact...
by Baruk
Fri Sep 13, 2019 6:18 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 19011

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

As for fluid mixing, shouldn't it been checked "virtually" beforehand whether 2 fluids get connected and if the check says yes just disallow the placing/rotating/construct by robot-action with a loud *meeep*?
by Baruk
Thu May 30, 2019 6:55 pm
Forum: Mods
Topic: [MOD 0.14] AAI Zones
Replies: 7
Views: 5510

Re: [MOD 0.14] AAI Zones

Hi, is there a possibility to add a zone signal which act as a wildcard for combinator settings like the anything thing but just for zone signals? It would be really helpful to figure out whether a scanned tile has a zone asigned and if yes, then perform further logic. By now, you have to check for ...
by Baruk
Sat Jun 02, 2018 4:02 pm
Forum: Modding help
Topic: Modding a Mod (fluidbox and recipie)
Replies: 7
Views: 343

Re: Modding a Mod (fluidbox and recipie)

Again many thanks. Just to prove my understanding. The building prototypes are only read at first use or even the beginning of the game/ adding the mod. Thereafter it is stored in the game database and will be used regardless of changes in the prototype. Because entities already created, either plac...
by Baruk
Sat Jun 02, 2018 1:23 pm
Forum: Modding help
Topic: Modding a Mod (fluidbox and recipie)
Replies: 7
Views: 343

Re: Modding a Mod (fluidbox and recipie)

Thanks for the reply. It makes fully sense. The only thing I wonder is; where did you find this code parts? I searched them, thinking something has to exist, but was not lucky to find it. I am at the stage to modify the original code writen by Angel by implementing already the 3rd output in the buil...
by Baruk
Sat Jun 02, 2018 12:25 pm
Forum: Modding help
Topic: Modding a Mod (fluidbox and recipie)
Replies: 7
Views: 343

Re: Modding a Mod (fluidbox and recipie)

This is the modified part of electrolyser.lua of angels petrochem. I just added a third output. But the electolyser does not indicate a 3rd output (Alt-key output-triangel) { type = "assembling-machine", name = "angels-electrolyser", icons = { { icon = "__angelspetrochem__/graphics/icons/electrolyse...
by Baruk
Sat Jun 02, 2018 9:44 am
Forum: Modding help
Topic: Modding a Mod (fluidbox and recipie)
Replies: 7
Views: 343

Modding a Mod (fluidbox and recipie)

Hi, just started to look into things behind. I wanted to to change a small chain in Angels Petrochem. To get sodium hydroxide you have to use the electrolyser. I changed the recipe to get chlorine, hydrogen and sodium hydroxide solution. With FNEI and Helmod all things seems to be fine. BUT in the r...

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