Search found 47 matches
- 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
- 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...
- 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...
- 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
and this is not in the "Implemented mod requests"-subforum, because he originaly asked for something else?Rseding91 wrote:That has been supported since 0.13.0.laku wrote:this would still be very niceRseding91 wrote:So really this should be "Allow recipes to define the fluid input and output temperature"?
- 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 seems to be implemented
http://lua-api.factorio.com/latest/Conc ... ml#Product
- 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".
- 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. ...
- 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...
- 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
viewtopic.php?p=310038#p310038
- 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...
- 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...
- 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...
- 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...
- 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...
- 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:
not
logistics-recipe.lua line78 sould be:
Code: Select all
--CONSTRUCTION ROBOTS
Code: Select all
--CARGO ROBOTS
- 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
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
- 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.
- 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...
- 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...
- 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.
I would love to see them in the game, especially the truck.