Search found 113 matches

by Kenira
Fri Feb 17, 2017 3:12 pm
Forum: Modding help
Topic: Multiply / divide recipe ingredients
Replies: 7
Views: 3673

Multiply / divide recipe ingredients

I want to half all ingredients in a number of recipes (bob's power solar panels). I found this:

for _, recipe in pairs({"science-pack-1", "science-pack-2", "science-pack-3", "alien-science-pack"}) do
for _, ingredient in pairs(data.raw.recipe[recipe].ingredients) do
ingredient[2] = ingredient[2 ...
by Kenira
Thu Feb 09, 2017 7:40 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 52467

Re: [MOD 0.14.x] Realistic Power

When you add support for Bobs, maybe it would be more realistic to add bobs silicon wafers to the recipe for solar panels. This would push solar panels back a lot and force exclusive coal use longer and make the game even more harder. I'm considering tweaking my next game to do just that in my home ...
by Kenira
Thu Feb 09, 2017 3:40 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 52467

Re: [MOD 0.14.x] Realistic Power

New version 0.0.4 with support for Yuoki mods is out.

Support for Angel's and Bob's mods is still planned, those are the last ones on my to do list for now. If you would like to see any other mods supported, please let me know and i'll consider adding them too.
by Kenira
Tue Jan 31, 2017 5:10 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 52467

Re: [MOD 0.14.x] Realistic Power

DayNightExtender does not change the ratio of day vs night time as it is in the base game, it just draws everything out. In vanilla complete night time is also a lot less than day time. Inlcuding twilight, in a 24h day the effective night time is only 7.2h.
by Kenira
Tue Jan 31, 2017 12:27 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 52467

Re: [MOD 0.14.x] Realistic Power

I will probably keep the recipes for gameplay reasons. I am aware of how different capacitors actually are from batteries, but the capacitors in the game already need a lot fewer batteries, and you don't need many of them, only as buffers for lasers basically. It's a tiny fraction of the batteries ...
by Kenira
Mon Jan 30, 2017 10:36 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 52467

Re: [MOD 0.14.x] Realistic Power

Thanks!

Sure, go ahead and use the code. I am not very well versed (read: not at all) in lua myself either, which is why that code for proportional capacitor drain you copied is also not written by me but some awesome person who saw it was on my to do list and happened to just have written a mod ...
by Kenira
Thu Dec 29, 2016 5:41 pm
Forum: Mods
Topic: [MOD 0.18.x] Realistic Power
Replies: 90
Views: 52467

[MOD 0.18.x] Realistic Power

Type: Mod
Name: RealisticPower
Description: Revamps energy production and consumption to be more realistic (harder) and splits accumulators into two types: very high capacity with low power, and low capacity with high power. To be used with DayNightExtender for longer (4h - 24h) day / night cycles ...
by Kenira
Mon Dec 05, 2016 2:35 pm
Forum: Not a bug
Topic: [14.21] Deconstruction markers time out, issue for placing BP
Replies: 8
Views: 3831

Re: [14.21] Deconstruction markers time out, issue for placing BP

It's pretty annoying and takes time to have to come back to it all the time instead of just placing a ton of blueprints at once. I don't see why you can't increase the time until deconstruction markers time out so that it's not a problem any more, if it cancels after 1 or 3 hours won't make much of ...
by Kenira
Mon Dec 05, 2016 2:30 pm
Forum: Not a bug
Topic: [14.21] Deconstruction markers time out, issue for placing BP
Replies: 8
Views: 3831

Re: [14.21] Deconstruction markers time out, issue for placing BP

I did find it to be a problem when placing huge blueprints, like for solar arrays where bots also have to first get to place the roboports to be able to place further out items etc so more robots is not a solution (i am using plenty). Especially when the solar farm is already big so bots also take a ...
by Kenira
Mon Dec 05, 2016 1:53 pm
Forum: Not a bug
Topic: [14.21] Deconstruction markers time out, issue for placing BP
Replies: 8
Views: 3831

[14.21] Deconstruction markers time out, issue for placing BP

After about an hour of placing a blueprint, deconstruction markers for trees / stones disappear and you have to either remove the things yourself or renew the blueprint to renew the deconstruction markers to allow bots to finish constructing.

Tested with no mods except TimeTools to speed things up ...
by Kenira
Tue Nov 29, 2016 6:04 pm
Forum: Resolved Problems and Bugs
Topic: [14.21] Rail signal still flashing after removing flaw
Replies: 4
Views: 3589

[14.21] Rail signal still flashing after removing flaw

If you place a curve on top of a track to make a signal flash, it keeps flashing after you remove it and the signal says "No block". Rebuilding the signal fixes it.

Here is a video to show what exactly i mean.
Log file

No mods installed.

A search brought up nothing, i hope this hasn't been ...
by Kenira
Tue Nov 22, 2016 9:02 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 155850

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2

I also get this error since i updated to 1.1.2. It does still create a file, not sure if i should worry about the integrity of the exported file?
The exported file is fine, it is written in the line before the error.

Just as a note for others reading this: It actually can corrupt the file. If ...
by Kenira
Tue Nov 22, 2016 4:39 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 155850

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2


Also I wanted to suggest adding a chat message about where blueprints are exported to, but I see that you have already did this. But for some reason now exporting triggers this error (tested in singleplayer):

__Foreman__/control.lua:1122: bad argument #0 to 'print' (Wrong number of arguments ...

Go to advanced search