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 ...
Search found 113 matches
- Fri Feb 17, 2017 3:12 pm
- Forum: Modding help
- Topic: Multiply / divide recipe ingredients
- Replies: 7
- Views: 3673
- 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 ...
- 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.
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.
- 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.
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
Tested with no mods except TimeTools to speed things up ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...