Search found 8 matches

by Ch4rl1e
Sat Nov 30, 2024 7:08 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability
Replies: 6
Views: 690

Re: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability

Possibly, but it displays correctly when looking at an actual quality item as opposed to the recipe or ghost slot, so I assume it's just recycling the same tooltip code or whatever but the recipe isn't respecting quality properly -
I see where you're coming from on removing it, but I assume it's ...
by Ch4rl1e
Wed Nov 27, 2024 12:32 am
Forum: Resolved Problems and Bugs
Topic: [2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability
Replies: 6
Views: 690

[2.0.21] Quality Repair Packs recipe tooltip in assembling machine report wrong maximum durability

Hello,

See screenshots for demo:
bugged quality repair pack durability.png

You can see the durability line in the tooltip upon hovering the mouse cursor over the repair pack icon/title, it is showing " 600/300 ", which is obviously nonsense. 600 is the Uncommon quality variant's (max) durability ...
by Ch4rl1e
Mon Nov 25, 2024 4:06 pm
Forum: Minor issues
Topic: [2.0.20] "Can filter items." in inserter tooltips is unnecessary
Replies: 8
Views: 961

Re: [2.0.20] "Can filter items." in inserter tooltips is unnecessary

I was going to bring modding up in my post but decided not to for some reason. I agree, exceptions should be on the mod to declare rather than the base game, I think.

Tooltip modifiability within the modding API is definitely for a suggestions thread well beyond my knowledge, wasn't I exactly sure ...
by Ch4rl1e
Mon Nov 25, 2024 12:33 am
Forum: Minor issues
Topic: [2.0.20] "Can filter items." in inserter tooltips is unnecessary
Replies: 8
Views: 961

[2.0.20] "Can filter items." in inserter tooltips is unnecessary

Extremely minor thing.

Given all inserters now have identical filtering options, it seems pointless to me to have all inserters display the tooltip line that reads "Can filter items." when it is not a distinctive piece of information (anymore) and no other items with filtering capability hold this ...
by Ch4rl1e
Thu Oct 24, 2024 7:09 pm
Forum: This Forum
Topic: Forum name change
Replies: 33
Views: 15401

Re: Forum name change

Hello!

May I please be renamed to "Ch4rl1e", to match what I now use in most places and on the main site :)

Thank you!
by Ch4rl1e
Thu Oct 24, 2024 7:03 pm
Forum: Duplicates
Topic: [2.0.10] Hand-placing UG belts over blueprinted UGs replaces both ends, unless same tier as BP
Replies: 2
Views: 487

[2.0.10] Hand-placing UG belts over blueprinted UGs replaces both ends, unless same tier as BP

Rough title, sorry.

This seems to be related to the QoL feature that replaces both ends of 2 connected undergrounds when hand build a different type of underground (e.g. red placed over yellow).

This feature seems to take take charge even when building over a blueprinted underground, placing real ...
by Ch4rl1e
Mon Sep 04, 2023 12:54 pm
Forum: Modding help
Topic: Enable se_allow_in_space on another mod's building
Replies: 1
Views: 544

Enable se_allow_in_space on another mod's building

Howdy, I'd like to make a small compatibility mod to enable (set = to true) on some buildings added by another mod. I believe I can check that a mod is installed by doing if (mods or script.active_mods) ["UndergroundTanks"] then {} but after that I'm lost.

The buildings are all extra fluid tanks ...
by Ch4rl1e
Thu Aug 13, 2020 6:01 pm
Forum: Modding help
Topic: How to generate items/recipes from existing items?
Replies: 1
Views: 1267

How to generate items/recipes from existing items?

Hello!

So I want to iterate through all the barrels, which I know the game itself generates from all valid fluids, in order to create a new item based on each, and a corresponding recipe.

I found through looking at other mods that one can iterate over barrels as such in data-updates.lua:


for ...

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