Search found 276 matches

by KiwiHawk
Mon Dec 16, 2024 10:16 am
Forum: Modding interface requests
Topic: Request: Hide fluid burning generator temperatures
Replies: 2
Views: 52

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: 52

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.
12-16-2024, 14-54-00.png
12-16-2024, 14-54-00.png (195.25 KiB) Viewed 52 times
by KiwiHawk
Mon Dec 02, 2024 5:04 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1603154

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: 95

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 re...
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: 482

[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 482 times
by KiwiHawk
Sat Nov 23, 2024 12:35 am
Forum: Duplicates
Topic: Chest listed as Quality exception
Replies: 1
Views: 139

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 139 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: 2778

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?
by KiwiHawk
Sun Jul 21, 2024 9:30 am
Forum: Modding interface requests
Topic: Remove result and count from MinableProperties
Replies: 3
Views: 546

Remove result and count from MinableProperties

Request: Remove result and count from MinableProperties MinablePropertes can have results OR result and count . Having multiple ways of defining minable properties causes confusion and mod compatibility issues. Removing result and count would be almost exactly the same change that was already made ...
by KiwiHawk
Sun Jul 07, 2024 4:04 am
Forum: Implemented mod requests
Topic: Recipe keys or key or normal.key or normal.keys or ...
Replies: 6
Views: 2404

Re: Recipe keys or key or normal.key or normal.keys or ...

For 2.0, recipe prototypes are unified so that normal and expensive are no longer a thing (https://forums.factorio.com/viewtopic.php?p=577191#p577191). Furthermore , result and result_count have been removed so only results is allowed. Also, the short syntax ({"item-name", 39}) for ItemPr...
by KiwiHawk
Tue Jun 04, 2024 10:20 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1603154

Re: Development and Discussion

Speaking of Factorio 2.0 do you foresee any compatibility issues between these mods and all the upcoming QoL stuff? Mainly the base game improvements and not SE. I imagine things like placing blueprints should be pretty seamless but I've also seen things like red and green wires becoming free when ...
by KiwiHawk
Mon Jun 03, 2024 8:07 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1603154

Re: Development and Discussion

Some buildings being able to be placed directly next to each other and others not seems inconsistent to me, so I thought I'd ask if about it. Again if this is something unique to sea block let me know and I can post this over there instead. Yes, posting here about this is fine. I believe it was a d...
by KiwiHawk
Wed May 22, 2024 6:16 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1438825

Re: Bugs & FAQ

btw, why is angel's exploration in alpha status? how's the difficulty compared to rampant, natural evolution, bob's enemies , death world, etc? I didn't do any of the work on Exploration so can't comment too much about it sorry. The short answer is "Because it's not finished". There were ...
by KiwiHawk
Tue May 21, 2024 6:59 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1438825

Re: Bugs & FAQ

yes, I can craft the "tech repository 1" right from the beginning using the "intelligence repository", the problem is, tech archive 1 uses electricity, and at the start there's no access to electricity so It's mandatory to finish "basic technology", then I can craft &q...
by KiwiHawk
Tue May 21, 2024 6:47 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1438825

Re: Bugs & FAQ

I need "alien plant-life sample" to produce "gardens" I need "gardens" to produce "alien plant-life sample" how am I gonna get enough "alien plant-life sample" to research my stuff? Explore the map to find your first couple of gardens. Then you shou...
by KiwiHawk
Sun May 19, 2024 10:17 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1603154

Re: Development and Discussion

<snip>There are recipes for automating production of these artifacts. That really should unlock the techs too! I'll pass on that feedback to the dev who implemented this. Thank you! I'll try that, I was half-expecting for that not to work, that's why I didn't went that route yet in my base, or else...
by KiwiHawk
Sun May 19, 2024 9:25 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3794
Views: 1603154

Re: Development and Discussion

How do you research this? AFAICT, there are no labs that accept those artifacts as research items, and I already have ~150 of them in my storage from biters I killed, but I can't find a way of marking that tech as researched. I probably got those from before the mod updated, perhaps? These type of ...
by KiwiHawk
Sun May 19, 2024 8:08 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1438825

Re: Bugs & FAQ

Using the technology overhaul with the Space Extension Mod some of the techs still require Logistics Science Packs. Only bug so far in 100 hours with the "alpha". I absolutely love the science this way. I've not been able to reproduce this. Please create a new game, save it, then upload t...
by KiwiHawk
Sun May 19, 2024 8:07 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1438825

Re: Bugs & FAQ

the gravitational analyzer not having in the description that It's obtained by launching a satellite, almost made me quit, because I thought it was unobtainable and that the mod was bugged Good point, thanks! I'll get this updated. additionally, another non game-breaking bug, the "intelligence...
by KiwiHawk
Sun May 19, 2024 7:57 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1438825

Re: Missing Recipes from Sintering oven

I have reached the point that I have managed to mix cobalt powder and Tungsten powder to Tungsten powder mixture to create tungsten plates. My Sintering oven is completely empty. when I click on it a window pop up saying "No recipes available". I've not been able to reproduce this. Can yo...
by KiwiHawk
Sun May 19, 2024 7:53 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1438825

Re: Problem with plastics

I want to produce Orange Boards, which need Cellulose Fiber and Liquid Plastic. The problem is with liquid plastic: the Plastic 1 techonology may be unlocked only with orange circuits, which of course are made with orange boards ... and this makes makes a tech loop. Also, it isn't clear the purpose...

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