Search found 318 matches

by KiwiHawk
Thu Dec 14, 2023 4:50 am
Forum: Implemented mod requests
Topic: Exclude entity from mining productivity
Replies: 12
Views: 3390

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 ...
by KiwiHawk
Wed Dec 13, 2023 8:00 am
Forum: Implemented mod requests
Topic: Exclude entity from mining productivity
Replies: 12
Views: 3390

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 ...
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: 983

[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 ...
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: 2523

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 ...
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: 3325

[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 ...
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: 3270

[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 ...
by KiwiHawk
Tue Nov 28, 2023 6:52 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2054703

Re: Bugs & FAQ


I'm getting back into Factorio and want to do a Bobs/Angels run. But Angels Refining throws up the following error during startup:
https://i.imgur.com/7fHtjDN.png

Does anyone know of a fix?


Reposting from Discord for future reference:

> I found the culprit. The mod Blueprint Variables must ...
by KiwiHawk
Sat Nov 25, 2023 3:02 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2054703

Re: Bugs & FAQ


I'm getting quite a few "Something Went Wrong" when using FNEI to look up usages of various crushed ores.

Sounds like everything is working as expected. In FNEI's settings, untick "Show hidden recipes". These are recipes that you will never get access to. If you're still seeing "Something Went ...
by KiwiHawk
Tue Nov 14, 2023 11:49 am
Forum: Documentation Improvement Requests
Topic: Entity Order String
Replies: 1
Views: 799

Entity Order String

Posting here at Bilka's request.

If an order string isn't supplied for an entity, it is set to: "z-"..item.order . Where item is the item to place the entity.

When asked why the "z-" prefix is being appended, Bilka said "I do not know. All I know is that it's 10-year-old behaviour"
by KiwiHawk
Sun Nov 12, 2023 5:35 pm
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 66595

Re: [1.1] bugs and balance issues.

brainiac wrote: Sun Nov 12, 2023 1:12 pm you do mean here right - it does not seem to have any effect when I paste it like this
Screenshot 2023-11-12 140929.png
Yes, there. Sorry - put /c first, then that code.
by KiwiHawk
Sun Nov 12, 2023 1:31 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 66595

Re: [1.1] bugs and balance issues.


My best guess is, that this inconsistency occurred because I started the game with Angels Industries enabled, which then has the Kovarex enrichment process disabled. To fix this, Angels Industries was disabled.

Because when I create an entirely new game, the issue seems to be resolved
Screenshot ...
by KiwiHawk
Thu Nov 09, 2023 4:24 am
Forum: Modding interface requests
Topic: Control over Map Generator Settings
Replies: 2
Views: 2086

Re: Control over Map Generator Settings

Bumping this post, in the hope it gets picked up for 2.0! 🙂🤞
by KiwiHawk
Wed Oct 25, 2023 3:20 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2054703

Re: Bugs & FAQ

Yes, you can use Bob's Library on it's own without any of the other Bob's mods. Almost all of Bob's mods are completely modular. So just enable the ones that you like. The exception is that Metals, Chemicals, and Intermediates depends on Ores.
by KiwiHawk
Mon Oct 23, 2023 9:13 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2054703

Re: Bugs & FAQ

I've fixed the trigger.


Thanks. Trying to find the right trigger which doesn't gets activated unless Petrochem is in, and thought it's nice to be actually on topic sometimes. :)

Smelting depends on Petrochem mod so if Petrochem isn't enabled, none of the Smelting triggers even exist!


Looked ...
by KiwiHawk
Wed Oct 18, 2023 9:28 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2054703

Re: Bugs & FAQ


I wonder if it's a typo?

angelssmelting_0.6.21.zip\angelssmelting_0.6.21\data.lua:

--create all the tables for smelting triggers ---------------------------------
angelsmods.trigger.smelting_products["steel"] = angelsmods.trigger.smelting_products[" copper "] or {}


Yes, that does look wrong ...
by KiwiHawk
Wed Oct 18, 2023 6:57 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2054703

Re: Bugs & FAQ

The lua files must have those exact names. To keep your code organized, you can split it out into multiple files then use require statements in data.lua (for example) to execute the code in the other files.

The Factorio data lifecycle is explained here: https://lua-api.factorio.com/latest/auxiliary ...
by KiwiHawk
Mon Oct 16, 2023 7:19 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2054703

Re: Bugs & FAQ


Seems to be a bug I can only assume with Angel's Petrochem that prevents that recipe for sulfur from the combination of purified water and methane from properly showing up in the associated chemical plants. https://i.imgur.com/dDrq3hD.png


No, it's not a bug. This recipe has deliberately been ...
by KiwiHawk
Wed Oct 11, 2023 6:27 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2054703

Re: Bugs & FAQ

You are creating a mod pack. This is a mod, even if it's very empty. Make sure you have all your dependencies set in the .json file. This will make your mod load after.

Create a new file data.lua . Put this code in it:

Code: Select all

angelsmods.trigger.washing_tech = true

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