Search found 119 matches

by KiwiHawk
Sat Aug 13, 2022 4:13 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 282
Views: 93358

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

The power recipes are now in the regular recipe selector, under the Helmod tab πŸ™‚
by KiwiHawk
Sun Aug 07, 2022 6:44 am
Forum: Not a bug
Topic: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output
Replies: 3
Views: 283

Re: [1.1.63] modding related - boilers take energy and consumption from input fluid, not output

To put it a different way:

Changing the heat_capacity and default_temperature of Steam DOES NOT effect boilers.
Changing the heat_capacity and default_temperature of Water DOES effect boilers.

Is this working as intended? It seems backwards.
by KiwiHawk
Sun Aug 07, 2022 6:39 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 72
Views: 13572

Re: [1.1] bugs and balance issues.

spiral_power wrote: ↑
Fri Jul 29, 2022 8:06 am
I got an error when I loaded save with the latest Bob1.png
Fix for this will be in the next version of Bob's mods
by KiwiHawk
Fri Jul 29, 2022 9:43 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 72
Views: 13572

Re: [1.1] bugs and balance issues.

spiral_power wrote: ↑
Fri Jul 29, 2022 8:06 am
I got an error when I loaded save with the latest Bob1.png
Can you upload your save game file please? Either on here if it will let you or attach it to a new issue on GitHub.

https://github.com/BobsMods/bobsmods
by KiwiHawk
Mon Jul 11, 2022 9:40 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 282
Views: 93358

[MOD 0.14-1.0]Helmod: Assistant to plan its base.

Helmod has been updated! Including shiny new graphics. Features: Added default beacon settings in preferences Added conversion feature to administration panel. Replaces entities in a blueprint Added buttons to move production lines left and right and to group production lines by owner Added machine ...
by KiwiHawk
Sun Jul 10, 2022 6:20 am
Forum: Implemented Suggestions
Topic: Show fluid fuel value in tooltip
Replies: 2
Views: 442

Re: Show fluid fuel value in tooltip

Can this thread be moved to implemented suggestions please? I don't think it made it into the changelog but it has been implemented :D
by KiwiHawk
Sat Jun 25, 2022 1:46 am
Forum: Bob's mods
Topic: Bob' logistics and Krastorio 2 don't get along
Replies: 2
Views: 278

Re: Bob' logistics and Krastorio 2 don't get along

I was talking about this with raiguard earlier this week. He's the one maintaining K2 now. He's going to make a change so it won't adjust bot stats if Bob's Logistics is enabled. Else it was making T1 bots better than the higher tier bots.
by KiwiHawk
Thu Jun 09, 2022 8:40 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 768370

Re: Bugs & FAQ

Hi and thanks for the crazy fun mods! I've been playing a long term game with your mods for years on and off. Recently came back to it and updated your wonderful modpack to latest versions. I have one question about a specific recipe that has been modified. Specifically the ammonium chloride recycl...
by KiwiHawk
Mon Jun 06, 2022 3:19 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.11
Replies: 118
Views: 85575

Re: [MOD 1.1] Sea Block Pack 0.5.11

Sea Block, Bob's, and Angel's mods have all been updated! First post has been updated with details
by KiwiHawk
Fri May 27, 2022 7:18 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 72
Views: 13572

Re: [1.1] bugs and balance issues.

MagVic wrote: ↑
Fri May 27, 2022 5:00 pm
I haven't been able to load bobwarfare for about a year now, as it seems to run into conflict with something. Screenshot attached.
This is a bug with Angel's mods that they will be patching soon. Workaround is to enable Alien Artifacts.
by KiwiHawk
Sat May 14, 2022 9:11 am
Forum: Modding interface requests
Topic: Improve tooltip moddability @ FFF318
Replies: 6
Views: 1036

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:
HelmodTooltip.png
HelmodTooltip.png (72.01 KiB) Viewed 239 times
I'd like to make it look more like this, but probably without details of products:
HelmodTooltip2.png
HelmodTooltip2.png (123.22 KiB) Viewed 239 times
by KiwiHawk
Fri Apr 29, 2022 11:46 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 768370

Re: Bugs & FAQ

McFrugal wrote: ↑
Fri Apr 29, 2022 11:17 pm
Where are levac fish and dorflurp jellyfish? I can't seem to find any in my world.
Try looking in a different biome. A filtered deconstruction planner is a quick way of checking a lake.
by KiwiHawk
Thu Apr 28, 2022 8:48 pm
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 51
Views: 19543

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.
by KiwiHawk
Tue Apr 26, 2022 8:06 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 768370

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...
by KiwiHawk
Mon Apr 25, 2022 1:37 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 768370

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...
by KiwiHawk
Thu Apr 14, 2022 10:35 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 768370

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...
by KiwiHawk
Wed Apr 13, 2022 2:23 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3709
Views: 768370

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...
by KiwiHawk
Wed Mar 30, 2022 6:20 am
Forum: Resolved Problems and Bugs
Topic: [Tobias][1.1.57] Editor instant research
Replies: 1
Views: 554

[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...
by KiwiHawk
Tue Mar 29, 2022 11:04 pm
Forum: Implemented mod requests
Topic: More info for fluid generators
Replies: 9
Views: 1583

Re: More info for fluid generators

Bilka wrote: ↑
Tue Mar 15, 2022 9:08 pm
This has been added in the next release (1.1.57).
Seems that this was missed from the changelog
by KiwiHawk
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: 1035

Re: Is there any way for the data stage to effect the settings stage?

ickputzdirwech wrote: ↑
Tue Mar 29, 2022 9:36 pm
On a related note: I would really like to be able to conditionally create runtime settings based on the value of a startup setting.
Map and player settings being modifiable in data stage would allow this.

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