Search found 289 matches

by KiwiHawk
Wed Mar 19, 2025 6:26 am
Forum: Implemented mod requests
Topic: ItemPrototypeFilter "plant-result" and "spoil-result"
Replies: 1
Views: 127

ItemPrototypeFilter "plant-result" and "spoil-result"

Can we please have new ItemPrototypeFilters for "plant-result" and "spoil-result" ?

"plant result" would be similar to "place-result":
elem_filters :: array[EntityPrototypeFilter]?

"spoil-result" would be similar to "burnt-result":
elem_filters :: array[ItemPrototypeFilter]?

It would be very ...
by KiwiHawk
Mon Mar 10, 2025 9:50 am
Forum: Resolved Problems and Bugs
Topic: [boskid] Uranium 238 recycling
Replies: 3
Views: 1969

Re: Uranium 238 recycling

Muche wrote: Mon Mar 10, 2025 6:11 am I was confused for a bit, because it was marked auto_recycle = false when I tried.

It is being set in space-age/data.lua (among other recipes), but not when using base+quality mods only.
Thank you. I should have specified: This is when only using Quality mod.
by KiwiHawk
Mon Mar 10, 2025 3:52 am
Forum: Resolved Problems and Bugs
Topic: [boskid] Uranium 238 recycling
Replies: 3
Views: 1969

[boskid] Uranium 238 recycling

Recycling Uranium 238 gives Depleted uranium fuel cells. This really doesn't make sense! Uranium 238 should recycle to itself. Depleted uranium fuel cell reprocessing recipe needs to be marked as auto_recycle = false.

03-10-2025, 16-52-06.png
03-10-2025, 16-52-06.png (54.58 KiB) Viewed 1969 times
by KiwiHawk
Mon Mar 03, 2025 8:46 am
Forum: Translations
Topic: Spelling error in migration screen
Replies: 3
Views: 212

Spelling error in migration screen

"Removed equipments" should be "Removed equipment". Equipments is not a word.
03-03-2025, 21-44-03.png
03-03-2025, 21-44-03.png (51.94 KiB) Viewed 212 times
I can't work out how to report it on crowdin. The strings are:

Code: Select all

[gui-migrated-content]
removed-equipment=Removed equipments
changed-equipment=Changed equipments
by KiwiHawk
Sun Mar 02, 2025 8:13 am
Forum: Resolved Problems and Bugs
Topic: [boskid] New game screen incorrectly says Space Age
Replies: 1
Views: 901

[boskid] New game screen incorrectly says Space Age

Enabling Enable all Feature Flags mod causes the new game screen to say Freeplay (Space Age). The scenario name, image, and description should only be updated if Space Age mod is enabled.

https://mods.factorio.com/mod/enable-all-feature-flags
03-02-2025, 21-10-57.png
03-02-2025, 21-10-57.png (1.98 MiB) Viewed 901 times
by KiwiHawk
Sat Feb 15, 2025 7:29 am
Forum: Ideas and Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 29
Views: 3037

Re: Add setting to hide unresearched items/recipes in factoriopdia


Suggestions:

1. Unresearched recipes/items/entities should have their name written in red and their icon have a red background, to distinguish them.
2. Add a player interface option to filter out unresearched recipes/items/entities.


+1 for this!

I'm dev for Bob's / Angel's / Sea Block ...
by KiwiHawk
Fri Jan 17, 2025 7:58 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1592579

Re: SeaBlock: Recipe Bug


I found a recipe bug while playing the Seablock build.

To process 8 pieces of rubbite, you need to produce 40 units of nitric acid. This requires obtaining 5 sodium nitrate from 500 nitrogen wastewater. This amount of wastewater is obtained when processing 20 pieces of rubbite.

That is, I need ...
by KiwiHawk
Sat Dec 28, 2024 7:14 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 156
Views: 177152

Re: [MOD 1.1] Sea Block Pack 0.5.16



I know you said it'll be done when its done, but I'm curious if you have worked on updating the MAPGEN?
I have forked it for my own mods, but 2.0 broke it when lualib/noise was removed and I can't figure out how to work.

Thanks.


No, not yet. Currently working on updating Bob's. Next will be ...
by KiwiHawk
Tue Dec 24, 2024 7:24 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 156
Views: 177152

Re: [MOD 1.1] Sea Block Pack 0.5.16


When will Seablock get updated?


Short answer: When it's ready!

Long answer: I'm working through updating all the mods in the pack. Bob's mods are getting close to being ready. Once I have them released, I'll shift focus onto Angel's mods. Only once all the other mods have been updated can Sea ...
by KiwiHawk
Thu Dec 19, 2024 8:38 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 34
Views: 2854

Re: Request: Move recycling recipe generation to data-final-fixes


Not a valid example. Not only you are specifically targeting recycling recipes, but it's also something you want to avoid. Moving the recycling generation to data-final-fixes won't make this harder for you (look what I replied to!).


I realize that it's different to what you were replying to ...
by KiwiHawk
Thu Dec 19, 2024 7:22 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 34
Views: 2854

Re: Request: Move recycling recipe generation to data-final-fixes


Why would a mod want to programmatically transform the recycling recipes while not specifically targeting them (and thus depending on Quality)?


Real example:

Bob's and Angel's mods modify a LOT of recipes, swapping out ingredients. This happens in data-updates stage. Recycling recipes have ...
by KiwiHawk
Wed Dec 18, 2024 10:43 am
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 34
Views: 2854

Request: Move recycling recipe generation to data-final-fixes

It is common for mods to to update recipe ingredients in data-updates stage (we do it to almost every recipe in Bob's & Angel's, depending on which mods / settings are enabled). However this is after the recycling recipes have been generated (as official mods run first). Moving the recycling recipe ...
by KiwiHawk
Mon Dec 16, 2024 10:16 am
Forum: Modding interface requests
Topic: Request: Hide fluid burning generator temperatures
Replies: 2
Views: 190

Re: Request: Hide fluid burning generator temperatures

Also, why is fuel pollution listed twice?
by KiwiHawk
Mon Dec 16, 2024 1:54 am
Forum: Modding interface requests
Topic: Request: Hide fluid burning generator temperatures
Replies: 2
Views: 190

Request: Hide fluid burning generator temperatures

Can max and fuel temperature be hidden from the tooltip of fluid burning generators please? If the generator has burns_fluid = true then temperature is not relevant.
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12-16-2024, 14-54-00.png (195.25 KiB) Viewed 190 times
by KiwiHawk
Mon Dec 02, 2024 5:04 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1774088

Re: Development and Discussion

Yes, we're working on it. No, there's no eta. Thank you for your patience! 🙂
by KiwiHawk
Tue Nov 26, 2024 10:14 am
Forum: Modding interface requests
Topic: Add a return type to helpers.check_prototype_translations()
Replies: 0
Views: 145

Add a return type to helpers.check_prototype_translations()

Can you please change `helpers.check_prototype_translations()` to return a boolean? Or an integer with the number of errors. I'm calling it as part of Angel's unit tests. I currently have no way of making the test fail if untranslated strings are detected!

With the update to 2.0, we have a lot of ...
by KiwiHawk
Sat Nov 23, 2024 12:41 am
Forum: Resolved Problems and Bugs
Topic: [Pard] Production entities tooltip in in Quality Modules tips lists machines that don't exist
Replies: 1
Views: 1115

[Pard] Production entities tooltip in in Quality Modules tips lists machines that don't exist

Quality modules tip and tricks entry doesn't display correctly when Quality mod is enabled without Space Age mod.

Production entities tooltip lists multiple machines that don't exist.
Screenshot 2024-11-23 133908.png
Screenshot 2024-11-23 133908.png (608.86 KiB) Viewed 1115 times
by KiwiHawk
Sat Nov 23, 2024 12:35 am
Forum: Duplicates
Topic: Chest listed as Quality exception
Replies: 1
Views: 214

Chest listed as Quality exception

In the tips and tricks for Quality, it displays a tooltip of exceptions of things that don't get a quality bonus. Chests should no longer be listed here as higher quality chests now have higher capacity.
Screenshot 2024-11-23 133232.png
Screenshot 2024-11-23 133232.png (113.94 KiB) Viewed 214 times
by KiwiHawk
Thu Aug 01, 2024 8:16 pm
Forum: Implemented mod requests
Topic: Separate the 2 functions of "catalyst_amount" into 2 parameters
Replies: 14
Views: 3172

Re: Separate the 2 functions of "catalyst_amount" into 2 parameters

Has catalyst_amount been removed? If not, is setting catalyst_amount equivalent to setting both of the new properties? What happens if both catalyst_amount and one of the new properties are set but to different numbers?

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