Search found 270 matches

by KiwiHawk
Mon Apr 01, 2024 9:20 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1373275

Re: Bugs & FAQ

I'm using all of Bobs&Angels mods and there's a loop to generate infinite resources without needing any mining or needing any resources beyond the initial resources to get the chain started. Or is that why it's named Angel's Infinite resource mod? I run a circle: 2 Induction Furnaces into 1 cas...
by KiwiHawk
Mon Feb 26, 2024 9:22 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 41034

Re: [1.1] bugs and balance issues.

Yeah, tile_height was added in 1.1.64 . I'll update the minimum required base game version.
by KiwiHawk
Sat Jan 13, 2024 7:23 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1373275

Re: Bugs & FAQ

I Updated my mods a couple days back and could no longer load a couple of angels mods. I posted an issue report over on github 3 days ago without results so I'm trying my luck here. whenever I load factorio with Angel's refining and Angel's smelting the following error appears:screenshot2.png. afte...
by KiwiHawk
Sat Jan 06, 2024 5:38 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 41034

Re: [1.1] bugs and balance issues.

I'm getting a multiplayer bug. Cannot join. The following mod event handlers are not identical between you and the server. This indicates that the following mods are not multiplayer (save/load) safe. (See log file for more details) mod-boblogistics Unfortunately it was the joining computer that exp...
by KiwiHawk
Tue Jan 02, 2024 12:40 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 151
Views: 161210

Re: [MOD 1.1] Sea Block Pack 0.5.12

Any idea? The errors go back and forth between this and ScienceCostTweaker. I get the same error with the "lab module" thing as the poster above. No other mods loaded that could conflict, it's purely what's needed to play Sea Block. Looks like you need to update Bob's Library mod. All mod...
by KiwiHawk
Sun Dec 31, 2023 10:08 pm
Forum: Not a bug
Topic: [1.1.100] base_producivity below -0.8
Replies: 2
Views: 664

Re: [1.1.100] base_producivity below -0.8

As a minimum, it would be nice if the UI wouldn't display values less the -80%. I imagine that this should be an easy change as the minimum value could be enforced when creating the prototypes on startup.
by KiwiHawk
Sun Dec 24, 2023 1:04 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1373275

Re: Bugs & FAQ

I've rolled back the mods that were listed, but that doesn't seem to be the cause of the issue. I'm familiar with modding and scripting, so I'm willing to manually fix the issue, I just don't know where to look. If anyone can point me in the right direction, I would really appreciate it. As it stan...
by KiwiHawk
Sat Dec 23, 2023 7:46 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1373275

Re: Bugs & FAQ

which does seem to be the root cause considering the last changelog mentioning rework of said tech. probably just needs a quick update for the dependencies of titanium smelting or smth? idk much about modding I know it's not listed here but I suspect the cause is MadClown01's Processing mod. I'm no...
by KiwiHawk
Sat Dec 23, 2023 12:10 am
Forum: Angels Mods
Topic: Error in angelsinfiniteores while starting up server
Replies: 8
Views: 3303

Re: Error in angelsinfiniteores while starting up server

Fix for this has been released
by KiwiHawk
Sat Dec 23, 2023 12:08 am
Forum: Angels Mods
Topic: Plates to ingots?
Replies: 1
Views: 876

Re: Plates to ingots?

No, there are no recipe for Plate -> Ingots.
by KiwiHawk
Fri Dec 22, 2023 9:01 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.16
Replies: 151
Views: 161210

Re: [MOD 1.1] Sea Block Pack 0.5.14

Sea Block 0.5.14 has been released! Update all mods to the latest version in game. I'll get the first post updated later.

Breaking changes are list here, as usual.
by KiwiHawk
Thu Dec 14, 2023 11:58 am
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 11
Views: 1460

Re: Exclude entity from mining productivity

That seems like a bug to me. Mining productivity bonus is a productivity effect, I think it's reasonable to expect it not apply to entities that don't accept productivity effects. Have you tried reporting it? While that would allow me to do what I want in the specific case I talked about, it does s...
by KiwiHawk
Thu Dec 14, 2023 4:50 am
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 11
Views: 1460

Re: Exclude entity from mining productivity

You could make it an assembler type prototype with a water recipe instead. Yes, I know. Except for productivity, the mining drill prototype better matches what we want though. Quoting from the person who did the work on the Heavy offshore pump: More realistic tooltip Stays close to how base game op...
by KiwiHawk
Wed Dec 13, 2023 8:00 am
Forum: Modding interface requests
Topic: Exclude entity from mining productivity
Replies: 11
Views: 1460

Exclude entity from mining productivity

Request I would like to be able to create `mining-drill` prototype that is not affected by mining productivity. It shouldn't be listed in the bonuses gui or in the tooltip for Mining Productivity research. Background In the upcoming version of Angel's Refining, we are adding a new Offshore Pump tha...
by KiwiHawk
Wed Dec 13, 2023 7:50 am
Forum: Not a bug
Topic: [1.1.100] base_producivity below -0.8
Replies: 2
Views: 664

[1.1.100] base_producivity below -0.8

Background In the upcoming version of Angel's Refining, we are adding a new Offshore Pump that can be affected by modules. For when players need very large quantities of water. We are doing this by spawning a resource and swapping out the placed custom `offshore-pump` for our `mining-drill` entity....
by KiwiHawk
Sun Dec 03, 2023 10:15 am
Forum: Modding interface requests
Topic: entity_limitation and entity_limitation_blacklist for module prototypes
Replies: 8
Views: 1519

Re: entity_limitation and entity_limitation_blacklist for module prototypes

+1 for this! Would love to have it for Angel's mods. It would remove the need for some of the control stage scripting we currently have. It would make it more clear where our special modules can be used. Currently they show up in the module slot tooltip on miners and labs. It's only when you try ins...
by KiwiHawk
Sat Dec 02, 2023 11:49 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.99] Handcrafting with ingredient free intermediates not possible
Replies: 2
Views: 2322

[boskid][1.1.99] Handcrafting with ingredient free intermediates not possible

Sea Block mod adds a recipe to slowly create Cellulose Fiber from nothing. This recipe can only be hand crafted, not automated. Factorio's handling of recipes with no ingredients has got significantly worse. I've attached a sample mod, demonstrating the issues. Factorio 1.1.94 In Factorio 1.1.94, th...
by KiwiHawk
Sat Dec 02, 2023 1:58 am
Forum: Resolved Problems and Bugs
Topic: [1.1.99] Inconsistent belt / loader snapping
Replies: 2
Views: 2350

[1.1.99] Inconsistent belt / loader snapping

Belts don't consistently snap to loaders when placing a blueprint. Mods required: None Create a blueprint of a loader connecting to a belt at 90 degrees Hold the blueprint in cursor so you can see the preview The input side of the belt should snap to the loader but doesn't Rotate the blueprint Belt ...

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