Search found 1636 matches

by Arch666Angel
Sun Feb 21, 2016 7:15 pm
Forum: Mods
Topic: DDMod + Crossover DDMod/DyTech
Replies: 26
Views: 13188

Re: DDMod + Crossover DDMod/DyTech

ingredients = { {"science-pack-2", 2}, {"science-pack-3", 2}, {"bord", 1}, {"alien-science-pack", 1} }, Er beschwert sich bei der technologie dass "board" nicht vom richtigen Typ ist. Science Packs sind nicht als "Item" definiert sondern a...
by Arch666Angel
Sun Feb 21, 2016 12:36 pm
Forum: Bob's mods
Topic: Bob's Assembly Machines (Bug?)
Replies: 3
Views: 2775

Re: Bob's Assembly Machines (Bug?)

As far as I can see you got assembly machine 5 from 5dim mod and assembly machine 6 from bobs. So you got a conflict there.
by Arch666Angel
Fri Feb 19, 2016 6:58 pm
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 134092

Re: [MOD 0.12.22] ExtraChests v0.1.2

What you could have done instead of the different color versions for the same base model/sprite, make an overlay sprite and work with the tint={} command.
by Arch666Angel
Fri Feb 19, 2016 4:35 pm
Forum: Modding help
Topic: Help
Replies: 7
Views: 4583

Re: Help

That's because you mixed upper and lower case names.
by Arch666Angel
Fri Feb 19, 2016 4:28 pm
Forum: News
Topic: Friday Facts #126 - Steam Status II and Trains Stuff
Replies: 69
Views: 37734

Re: Friday Facts #124 - Steam Status II and Trains Stuff

Trailer is visible, if you are logged in to steam My bad. Awesome news! Wish there was a upvote function in steam.
by Arch666Angel
Fri Feb 19, 2016 4:21 pm
Forum: Modding help
Topic: Help
Replies: 7
Views: 4583

Re: Help

--Item car { type = "item", name = "Turecar", icon = "__base__/graphics/icons/car.png", flags = {"goes-to-quickbar"}, subgroup = "transport", order = "a[personal-transport]-c[turecar]", place_result = "turecar", stack_size = 1 },
by Arch666Angel
Fri Feb 19, 2016 2:25 pm
Forum: Modding help
Topic: Help
Replies: 7
Views: 4583

Re: Help

Error when starting the game: EntityPrototype Turecar doesn't have an order string and there is no item to place it. --Item car { type = "item", name = "Turecar", -use lowercases, uppercase names are defined in the localisation files icon = "__base__/graphics/icons/car.png&...
by Arch666Angel
Fri Feb 19, 2016 12:58 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3789
Views: 1421182

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

Arch666Angel? what do u think about this mod - http://eswww.factorioforums.com/forum/viewtopic.php?f=93&t=19854 - its contains new chains of processing too I had a similar idea, basing the actual production on real processes, since you wont make for example wire out of a metal sheet. It works f...
by Arch666Angel
Fri Feb 19, 2016 10:42 am
Forum: Modding help
Topic: Good way to go about growing trees?
Replies: 4
Views: 2774

Re: Good way to go about growing trees?

Isn't that exactly what the treefarm mod does?
by Arch666Angel
Thu Feb 18, 2016 8:56 pm
Forum: Modding help
Topic: Optional mod requirements
Replies: 11
Views: 4839

Re: Optional mod requirements

It depends if you are doing several mods and want to link them, then go with what orzelek said, cause bob did a really good Job and with some longer staring his methods are really good. Otherwise it depends, first you have to find something unique withhin the other mod you want to detect, for exampl...
by Arch666Angel
Thu Feb 18, 2016 6:25 pm
Forum: General discussion
Topic: Advanced awesomeness
Replies: 4
Views: 12595

Re: Advanced awesomeness

Awesome tale!
by Arch666Angel
Wed Feb 17, 2016 10:19 pm
Forum: Modding help
Topic: DyTech Error in 12.20
Replies: 21
Views: 8871

Re: DyTech Error in 12.20

Du solltest das Spiel mal neu runterladen und auf die aktuellste Version updaten, ich glaube fast schon das es dir da was zerschossen hat
by Arch666Angel
Wed Feb 17, 2016 8:54 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: My 80 hour hardmode game
Replies: 4
Views: 6777

Re: My 80 hour hardmode game

necroed!
by Arch666Angel
Wed Feb 17, 2016 8:39 pm
Forum: Modding help
Topic: DyTech Error in 12.20
Replies: 21
Views: 8871

Re: DyTech Error in 12.20

Hab deine mod mal ohne alles gestartet, er gibt mir schon beim laden den ersten fehler, dass beim plasma turret ein falscher "type" benutzt wird.
by Arch666Angel
Wed Feb 17, 2016 8:19 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3789
Views: 1421182

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

Perhaps that explains it: Alright. Looks radical, I like it. Biggest problem: Finding someone who can do some great building sprites for this :D Can you post pictures or some kind of mockup? I could try doing some models* or maybe editing the vanilla sprites somehow. The latter will take a bit long...
by Arch666Angel
Wed Feb 17, 2016 11:06 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 134092

Re: [MOD 0.12.22] ExtraChests v0.1.1

Looks way better with only coloring the highlights instead of most part of the entity.
by Arch666Angel
Tue Feb 16, 2016 1:40 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 231362

Re: [0.12.18] Warehousing v0.0.5

If you want more inputs, you can make use of the stack size bonus. An inserter can only take 1 item at a time from a belt, but can move several ones from box to box. So make a contraption like this, with 5 inserters feeding a box line and then funnel the box lines to the warehouse.
by Arch666Angel
Mon Feb 15, 2016 10:09 pm
Forum: Modding help
Topic: Adding Tiles
Replies: 3
Views: 2935

Re: Adding Tiles

You have defined the "tile" that is already on the ground, you need also to create the actual "item" that is held in hand, which has to have a special flag so it can be placed on the ground as a tile.
by Arch666Angel
Mon Feb 15, 2016 9:29 pm
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 120152

Re: [MOD 0.12.x] Marathon 0.5.4

Took a quick look, you could just load different recipe file depending on if bob is there or not. Bob added a handler to his mods modules so you can pretty easily detect them.

Go to advanced search