Search found 47 matches

by laku
Tue Oct 10, 2017 1:24 am
Forum: Angels Mods
Topic: [0.15.x] Auto-detecting Ore Crusher
Replies: 12
Views: 5986

Re: [0.15.x] Auto-detecting Ore Crusher

Updated to 0.0.2
by laku
Sun Oct 08, 2017 2:19 pm
Forum: Mods
Topic: [0.15] Automatic Coupler
Replies: 47
Views: 23794

Re: [0.15] Automatic Coupler

First of all, thank you for this mod :) I kept thinking for quite a while now, how i would use this mod and finaly made up my mind. So i started looking at your code and changed line136 schedule.current = (schedule.current)% #schedule.records + 1 to schedule.current = (schedule.current)% #schedule.r...
by laku
Fri Oct 06, 2017 6:10 am
Forum: Angels Mods
Topic: [0.15.x] Auto-detecting Ore Crusher
Replies: 12
Views: 5986

[0.15.x] Auto-detecting Ore Crusher

I made a small mod that changes how Ore Crushers work. The Ore Crusher will now accept any ore and crushs it without a recipe that needs to be selected. Known limitations: - Coal can now only be crushed in the electrical Ore Crushers. - Its missing a proper dependency on petro chem (will be fixed to...
by laku
Wed Oct 04, 2017 2:46 am
Forum: Implemented mod requests
Topic: Event request: on_crafting_completed
Replies: 11
Views: 7851

Re: Event request: on_crafting_completed

Rseding91 wrote:
laku wrote:
Rseding91 wrote:So really this should be "Allow recipes to define the fluid input and output temperature"?
this would still be very nice
That has been supported since 0.13.0.
and this is not in the "Implemented mod requests"-subforum, because he originaly asked for something else?
by laku
Wed Oct 04, 2017 1:50 am
Forum: Implemented mod requests
Topic: Event request: on_crafting_completed
Replies: 11
Views: 7851

Re: Event request: on_crafting_completed

Rseding91 wrote:So really this should be "Allow recipes to define the fluid input and output temperature"?
this would still be very nice
this seems to be implemented
http://lua-api.factorio.com/latest/Conc ... ml#Product
by laku
Tue Oct 03, 2017 4:40 pm
Forum: Angels Mods
Topic: [0.14.x][Angel's Addons - Locales]
Replies: 25
Views: 16521

Re: [0.14.x][Angel's Addons - Locales]

The german translation for "Chlorin Gas" should be "Chlor" or "Chlorgas" not "Chlorine".
by laku
Sun Oct 01, 2017 7:40 pm
Forum: Won't implement
Topic: Option to define for what type of work-robot a tech applies.
Replies: 13
Views: 3196

Re: Option to define for what type of work-robot a tech applies.

More for you, when you make a bot actually code it as 2 bots and make it so when one of them gets picked for a job it automatically makes the other one busy This is no possible. Because the worker-robot-speed technology is infinit you end up with infinit versions for a robot with different speeds. ...
by laku
Sun Oct 01, 2017 7:15 pm
Forum: Won't implement
Topic: Option to define for what type of work-robot a tech applies.
Replies: 13
Views: 3196

Re: Option to define for what type of work-robot a tech applies.

For multiple effects couldn't you instantiate the robot as both types have the calculations worked out for each type and then return a Min or Max of the different values? Are you suggesting this to me or to the devs? If you are suggesting this to me, this is either not possible or I simply don't un...
by laku
Sun Oct 01, 2017 12:35 pm
Forum: Won't implement
Topic: Option to define for what type of work-robot a tech applies.
Replies: 13
Views: 3196

Re: Option to define for what type of work-robot a tech applies.

i am not sure if rseding stated here, that the idea is not possible
viewtopic.php?p=310038#p310038
by laku
Sun Oct 01, 2017 12:24 pm
Forum: Ideas and Suggestions
Topic: Cursor placement in "Select a signal"
Replies: 46
Views: 13734

Re: ui-qol: combinator constant input field pre-select

tl;dr just saw something with spreadsheet calculation, but i have no idea, what this has to do with the original idea. i like your idea. i see the problem with other input fields too (like to password field, when you enter a server, but thats a different story). i also cant see any downsides to this...
by laku
Sun Oct 01, 2017 11:59 am
Forum: Won't implement
Topic: Option to define for what type of work-robot a tech applies.
Replies: 13
Views: 3196

Re: Option to define for what type of work-robot a tech applies.

I see, I do kind of focus on speed cause it's the most visual and maybe just a tweak to capacity bonus (rather than a +1 being a *1.xyz) that gives the same change to vanilla but would have knock on effects comparable to the size of the initial inventory would do that, I know what you're kind of as...
by laku
Sun Oct 01, 2017 6:27 am
Forum: Won't implement
Topic: Option to define for what type of work-robot a tech applies.
Replies: 13
Views: 3196

Re: Option to define for what type of work-robot a tech applies.

Right now the global effects are global and set in the C section of the code AFAIK and so adding effects via mods isn't possible, if you want fast robots you could increase the base speed I suspect. but the effects from technologies et al, they're not modable you can just increase the multipliers v...
by laku
Sun Oct 01, 2017 5:52 am
Forum: Won't implement
Topic: Option to define for what type of work-robot a tech applies.
Replies: 13
Views: 3196

Re: Option to define for what type of work-robot a tech applies.

I'm not sure (I don't mod at the moment), but I think you want the modding interface requests subforum. Possible. If that is the case, maybe this can be moved to the right subforum. Right now the global effects are global and set in the C section of the code AFAIK and so adding effects via mods isn...
by laku
Sun Oct 01, 2017 2:12 am
Forum: Won't implement
Topic: Option to define for what type of work-robot a tech applies.
Replies: 13
Views: 3196

Option to define for what type of work-robot a tech applies.

TL;DR Implement the possibility to define in the effects of a technology for what type/group of (work-)robot the effects applies. What ? The implementation could look something like that (highlighted with "=>"): form technology.lua line2171ff type = "technology", name = "wo...
by laku
Thu Sep 28, 2017 1:51 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1214984

Re: Bugs & FAQ

Super Minor Bug:
logistics-recipe.lua line78 sould be:

Code: Select all

--CONSTRUCTION ROBOTS
not

Code: Select all

--CARGO ROBOTS
by laku
Thu Sep 21, 2017 2:06 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351268

Re: [0.15.x] Bob's Mods: General Discussion

tl;dr sry
you should have a look at the laser rifel upgrades. you need blue science to get them, for the acctual tech you only need military (+red&green) and for the first upgrades you only need red science. that seems to be the wrong way around :D
by laku
Wed Sep 13, 2017 11:11 pm
Forum: Angels Mods
Topic: [0.15.x] Petrochem Plus
Replies: 98
Views: 58416

Re: [0.15.x] Petrochem Plus

So I spent some time fixing those two things and I thought i can just share it with you, so you dont need to do the same work. For now it works as an addon to your mod.
by laku
Wed Sep 13, 2017 8:43 pm
Forum: Angels Mods
Topic: [0.15.x] Petrochem Plus
Replies: 98
Views: 58416

Re: [0.15.x] Petrochem Plus

Yes it is set to english. I somehow are not able to explain it well, put lets but it that way: Change the local file, as i explain in my last post and you will be able to use that as a general name. So if you make a technology, call it "k-angels-advanced-chemistry-6", it will name itself a...
by laku
Tue Sep 12, 2017 11:52 pm
Forum: Angels Mods
Topic: [0.15.x] Petrochem Plus
Replies: 98
Views: 58416

Re: [0.15.x] Petrochem Plus

Sry if it has been posted befor, but i couldnt be bothered to read everything. The name of "k-angels-advanced-chemistry-5" does not match the other names advanced-chemistries. I think it should be "Advanced Chemistry 5". It is also only costing red and green science, but "Ad...
by laku
Sun Aug 27, 2017 7:36 pm
Forum: Texture Packs
Topic: [REQUEST] More vanilla like textures for lots of mods.
Replies: 8
Views: 20652

Re: [REQUEST] More vanilla like textures for lots of mods.

Did these things make it into a mod?
I would love to see them in the game, especially the truck.

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