This is a bug with Angel's mods that they will be patching soon. Workaround is to enable Alien Artifacts.
Search found 270 matches
- Fri May 27, 2022 7:18 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 40521
- Sat May 14, 2022 9:11 am
- Forum: Modding interface requests
- Topic: Improve tooltip moddability @ FFF318
- Replies: 6
- Views: 2328
Re: Improve tooltip moddability @ FFF318
Bump!
I'm working on improvements for Helmod. I'd like to create vanilla style tooltips for energy "recipes". Current tooltip: I'd like to make it look more like this, but probably without details of products:
I'm working on improvements for Helmod. I'd like to create vanilla style tooltips for energy "recipes". Current tooltip: I'd like to make it look more like this, but probably without details of products:
- Fri Apr 29, 2022 11:46 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1361521
- Thu Apr 28, 2022 8:48 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 70
- Views: 41646
Re: [1.1] Bob's Mods: General Discussion
If you have specific things you'd like to discuss or questions, discord is probably the easiest. Look for the channel #bobs-mods-feedback on the Omni discord: https://discord.gg/WQYks7W
I'm the one doing dev work on Bob's mods these days. Bob is often on there too.
I'm the one doing dev work on Bob's mods these days. Bob is often on there too.
- Tue Apr 26, 2022 8:06 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1361521
Re: Bugs & FAQ
I'm playing a game with angel mods and bob's mods. There's a recipe that turns 1 crystal powder and 1 purified water into 1 crystal slurry. I find this very strange since every other recipe that produces liquid produces at least 10 of it. As it is currently this recipe is near useless because you g...
- Mon Apr 25, 2022 1:37 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1361521
Re: Bugs & FAQ
hello ! :) i feel this must be a bug since ive had a post transport science gameplay run (like a year ago) but now im hard stuck with this. boiler tech requires transport science. to get transport science i need boilers. can this happen due to other mods? im having angelbob as main and plenty qol/o...
- Thu Apr 14, 2022 10:35 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1361521
Re: Bugs & FAQ
Well the entire function of the electronic assembly machine is to make the electronic components, why on earth would some electronic components not be allowed by design? To me sounds like just as a miss copy past recipe during the edit of a bunch of them at same time Is a wooden board an electronic...
- Wed Apr 13, 2022 2:23 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1361521
Re: Bugs & FAQ
[AngelBob] I have discovered an inconsistency in recipes: * Wooden board from paper can only be made in assembling machines, not in electronics assembling machines. * Wooden board from wood can be made in electronics assembling machines. I'm not sure which should be changed. Running a poll on disco...
- Wed Mar 30, 2022 6:20 am
- Forum: Resolved Problems and Bugs
- Topic: [Tobias][1.1.57] Editor instant research
- Replies: 1
- Views: 1555
[Tobias][1.1.57] Editor instant research
Factorio version: 1.1.57 Mods: none Steps: In the console, type /editor] then press Enter (may need to do this twice) Open the tech tree Select a tech where you don't have it's prerequisites researched Shift + Left click on Start research Result: Nothing happens Expected result: Tech and all it's p...
- Tue Mar 29, 2022 11:04 pm
- Forum: Implemented mod requests
- Topic: More info for fluid generators
- Replies: 9
- Views: 4072
- Tue Mar 29, 2022 10:21 pm
- Forum: Modding help
- Topic: Is there any way for the data stage to effect the settings stage?
- Replies: 9
- Views: 3092
Re: Is there any way for the data stage to effect the settings stage?
Map and player settings being modifiable in data stage would allow this.ickputzdirwech wrote: βTue Mar 29, 2022 9:36 pmOn a related note: I would really like to be able to conditionally create runtime settings based on the value of a startup setting.
- Tue Mar 29, 2022 10:31 am
- Forum: Modding help
- Topic: Is there any way for the data stage to effect the settings stage?
- Replies: 9
- Views: 3092
Re: Is there any way for the data stage to effect the settings stage?
No. The reason is: Data stage is defined based off the values of the settings stage. If the settings stage could be defined based off the values of the data stage it would be an infinite loop. This makes sense for startup settings. Not so much for map and player settings. Ideal would be if map and ...
- Mon Mar 21, 2022 9:32 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1361521
Re: Bugs & FAQ
Incredibly minor issue (not sure if it's even a bug, but it is something incorrect). The passive and active logistic warehouses have their naming scheme opposite to the passive and active logistic silos. The passive silo "makes its contents available", while the active silo "sends it...
- Fri Mar 18, 2022 6:34 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 169945
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Helmod v0.12.17 on Factorio v1.1.50 with the mod nullius v1.2.14 (all latest) : Mining recipes don't allow to select the proper Factory (aka assembler, here aka drill) : helmod-nullius_mined_resources_bug.jpg I can't reproduce this. Not sure why. I'm able to select any miner. Ideally the burner min...
- Wed Mar 16, 2022 7:47 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 169945
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
P.P.S.: Still, other mods might have fluids using both their heat and fuel values for power ?) Update: I'll be able to do this properly once Factorio 1.1.57 is released! π Ok, more problematic though is that whether for steam or combustion mixture, the required quantity of fluid for power still doe...
- Tue Mar 15, 2022 8:45 pm
- Forum: Implemented mod requests
- Topic: More info for fluid generators
- Replies: 9
- Views: 4072
- Tue Mar 15, 2022 8:24 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 169945
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
P.P.S.: Still, other mods might have fluids using both their heat and fuel values for power ?) Unfortunately there's currently no way for me to tell differentiate between a steam engine (uses the temperature of it's input fluid) and a fluid burning generator (uses the fuel value of it's input fluid...
- Tue Mar 15, 2022 8:01 am
- Forum: Implemented mod requests
- Topic: More info for fluid generators
- Replies: 9
- Views: 4072
Re: More info for fluid generators
Another option would be to add burns_fluid to LuaEntityPrototype. Currently there is no way to differentiate at control stage between a steam engine and a fluid burning generator.
- Sun Mar 13, 2022 3:38 am
- Forum: Bob's mods
- Topic: [Bob's Adjustable Inserters] Fast replace between Long inserters and others ?
- Replies: 5
- Views: 2826
- Thu Mar 10, 2022 9:32 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 169945
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Thanks for reporting this. I've logged it on GitHub: https://github.com/Helfima/helmod/issues/375 Also, pretty sure that Helmod doesn't count properly the effect of efficiency modules on burner drills ? helmod_bug-pY_mining_eff-mods.png EDIT : arguably it's kind of an exploit, but AFAIK considered t...