Search found 40 matches

by TRauMa
Thu Jun 21, 2018 4:12 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 212164

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

My mod is a separate and distinct mod from orzolek's mod. (It was even included in my mod first.) This will also have a different code structure. Good luck with your work. Yeah, I had a look at it. I wasn't aware that you included icons for all the stacks as well, and went to quite some length to r...
by TRauMa
Thu Jun 21, 2018 1:45 am
Forum: Mods
Topic: [Mod 1.0.x] Charcoal Burner
Replies: 11
Views: 7070

Re: [Mod 0.16.x] Charcoal Burner

I get an error with the latest update and petrochem:
Failed to load mods: Error in assignID, item with name 'char-solid-coke' does not exist.

Source: char-coal-coke (recipe).

Mods to be disabled:
β€’ CharcoalBurner
β€’ angelspetrochem
by TRauMa
Thu Jun 21, 2018 1:21 am
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 212164

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

I published orzolek's Angelbob support posted before, as I wanted to use it without MoreBobs. https://mods.factorio.com/mod/deadlock-stacking-crating-bobs Well... If you only want to be in a standalone form in my mod, see my mod code. My mod code is also written in Bob's Extended Kaorhil. Instead, ...
by TRauMa
Wed Jun 13, 2018 9:04 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 212164

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

I published orzolek's Angelbob support posted before, as I wanted to use it without MoreBobs.

https://mods.factorio.com/mod/deadlock- ... ating-bobs
by TRauMa
Mon May 07, 2018 1:24 am
Forum: News
Topic: Friday Facts #241 - New player experience
Replies: 117
Views: 45430

Re: Friday Facts #241 - New player experience

I get why you included the backers.json in the checksum for online play, so if you changed it as people describe here, you'll get a mismatch and can't join. But could you consider letting the game updater work with a custom json file? Even if it'd just overwrite the custom settings or mangle the fil...
by TRauMa
Wed May 02, 2018 3:29 pm
Forum: Tools
Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
Replies: 59
Views: 46543

Re: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0

Hey, I see there's quite some active development on this, but no release for some time now. Right now the parts I'm interested in (table and string helpers) are of course usable, but still, I'd feel much better using a somewhat recent release instead of a git checkout. :)
by TRauMa
Fri Apr 27, 2018 5:53 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52565

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

I looked into it, but frankly the license has kept me away. Giving it a proper one for collaboration and putting it on github would be first steps for anyone to be able to help or take over.
by TRauMa
Mon Sep 25, 2017 11:30 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1382760

Re: Development and Discussion

For anyone else curios what changed in the last slew of updates, here's my own version of a changelog: Petrochem 0.5.15 to 0.6.1 New liquids: acetone bisphenol a phosgene New recipes (crafted in, unlocked by): cumene process (advanced chemistry, advanced chemistry 4) In: 50 each benzene and propene,...
by TRauMa
Tue Sep 12, 2017 3:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1382760

Re: Development and Discussion

Hey, while toying about with the full angels set for the first time, I noticed some minor bugs in the tech tree: - Cement Processing 1 should depend on Washing 2, not 1, as you need lime(stone) to use it. Washing 1 by itself so far only gives you saline water and landfill and is more of a stepping s...
by TRauMa
Tue May 23, 2017 2:10 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1212771

Re: Bugs & FAQ

I found a bug in petrochem 0.5.8: if force.technologies["angels-nitrogen-processing-3"].researched then force.recipes["gas-nitrogen-monoxide"].enabled = true end The tech that changed is angels-nitrogen-processing-2, so now I had a game without nitrogen-monoxide because I had 2 r...
by TRauMa
Mon May 08, 2017 11:19 pm
Forum: Mods
Topic: [MOD 0.14] Data Raw Prototypes
Replies: 13
Views: 10410

Re: [MOD 0.14] Data Raw Prototypes

Earendel wrote:The "*" wildcard means all prototypes of that type. If other mods add new prototypes of that type after you call data_raw_require then the prototype will still be included.
Do wildcards work for properties, too?
by TRauMa
Thu Jun 30, 2016 11:52 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 122921

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Rekt.

As in, justly rectified.
by TRauMa
Tue Jun 28, 2016 4:51 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 122921

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Since I didn't ever use anything for the trains, I removed that from all the code and locale, changed the main graphic to remove the train next to the light. And with some limited testing, no problems so far. Well congrats, you recreated color-coding-lite :). If you add a link here I'm sure d3phoen...
by TRauMa
Mon Jun 27, 2016 1:28 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 122921

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Yep, get well soon. I may pick this up, at least the trainless version - maybe there is a smart way to migrate the lamps to vanilla ones with the colours preset, concrete should be easy to do as soon as we have the new one as a template. Next week is... turbulent for me, so it might take me a while,...
by TRauMa
Sat Jun 18, 2016 4:09 am
Forum: News
Topic: Friday Facts #143 - Nat Punching Again
Replies: 114
Views: 49362

Re: Friday Facts #143 - Nat Punching Again

but the factorio devs would need to work on bug reports for bugs they'll find & fix while playtesting anyway. It's called a git commit message and that can all be automated these days, if they are doing thing right. And they have to waste that time anyway, if they want an organised repository. ...
by TRauMa
Thu Jun 02, 2016 2:18 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 122921

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Only problem is that connections between pipes of different colors would look really bad - as you can see when you try it with bob's mods. The game adds connectors/end segments and the graphics overlap to match the perspective of the pipe images. That's all fine as long as every pipe looks the same,...
by TRauMa
Sat Feb 13, 2016 7:41 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 122921

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Not the original author, but there's a script inside that uses ImageMagick to tint the concrete tiles automatically. The trains were done by hand IIRC, with some image editor, the post is buried somewhere here in this thread.
by TRauMa
Sat Jan 16, 2016 3:11 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 122921

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Itook the liberty to make a trainless version for those using WaiTex and/or concerned about file size/gfx memory. Licence remains MIT.

https://www.dropbox.com/s/0p7iu12gffsjf ... 7.zip?dl=0
by TRauMa
Fri Jan 15, 2016 4:57 pm
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 38331

Re: [MOD 0.12.11+] Underground mining drills

Schmendrick wrote:I suppose I should upload what I have though...
If you do, I'll perhaps look into bringing it up to speed over the weekend (didn't look inside yet, so no promises ;) ).
by TRauMa
Fri Jan 15, 2016 3:58 pm
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 38331

Re: [MOD 0.12.11+] Underground mining drills

Hello, with factorio 0.12.17 (linux-x64) and v0.0.4 of your mod I get this error when I load a previously existing save created without the mod: Error while running the event handler: __underground-mining__/control.lua:147: bad argument #1 to 'next' (table expected, got nil) No other mod messes with...

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