Search found 276 matches
- 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?
- 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.
- 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!
- 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...
- 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.
Production entities tooltip lists multiple machines that don't exist.
- 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.
- 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?
- 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 ...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...