Search found 9 matches
- Fri May 15, 2020 2:24 am
- Forum: Tools
- Topic: packages.searcher help
- Replies: 1
- Views: 1644
Re: packages.searcher help
I think I got the appropriate shooting solution, thank you though
- Tue May 12, 2020 12:38 am
- Forum: Tools
- Topic: packages.searcher help
- Replies: 1
- Views: 1644
packages.searcher help
Alright, I give in. I'm currently working on tool to work with mods in the browser, that's the short version. My current, and biggest issue, is working with the requires. I have everything else working well in my lua environment; the only bugs I'm encountering are directly related to how I'm looking...
- Wed Apr 03, 2019 3:46 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 81710
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Because of MC's EABM inferred dependence on bob's library, I ended up editing line 74-?? to local add_new = bobmods.lib.recipe.add_new_ingredient add_new("clowns-ore1-crystal", {type="fluid", name = ore1fluid, amount=10}) add_new("clowns-ore2-crystal", {type="fluid...
- Mon Apr 02, 2018 4:24 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 585777
Re: pY Coal Processing - Discussion
Since you've made borax and niobium their own generated resources, might you be able to add the following (to data-updates) for those who wish to play seablock/omni/py? (you know, the sadists) if mods["omnimatter"] then omni.add_resource(data.raw.item["raw-borax"],1,"Borax&q...
- Sun Apr 01, 2018 6:03 am
- Forum: Mods
- Topic: Building Materials [0.16.1]
- Replies: 1
- Views: 1402
Building Materials [0.16.1]
Building Materials Description: Extends recipe chains for buildings to be a bit more in depth. License: [link]https://opensource.org/licenses/MIT[/link] Version: 0.16.2 (major,game,minor) Last update: 8 Apr 18 Release: 1 Apr 18 (not kidding ;) ) Category: Production Tags: buildings, extension Mod P...
- Sat Mar 17, 2018 7:50 pm
- Forum: Ideas and Suggestions
- Topic: Unlocalized Locale
- Replies: 3
- Views: 1612
Re: Unlocalized Locale
Probably just assembling-machine-2, like any mod without a locale file. This is how the game refers to the objects, and how they would be referenced when modding.
- Sat Mar 17, 2018 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Unlocalized Locale
- Replies: 3
- Views: 1612
Unlocalized Locale
Could you possibly include a language option to not display unlocalized names on game objects? The use of item/recipe generators in mods increases the difficulty of building mod mods. I have tried adding a locale to both core and base folders with various tags removed, but there seems to be a fallba...
- Mon May 22, 2017 12:01 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1207331
Re: Bugs & FAQ
Here's a screenshot in case it helps clarify: http://imgur.com/a/9mAvh I made a mod for 0.14 that produced situations like this. I've seen the same term (fogged research) on someones' tweak mod for 0.15, perhaps you have that installed? I searched the recent ten pages of mods but couldn't find whic...
- Sun Apr 30, 2017 3:39 am
- Forum: Duplicates
- Topic: [0.15.3] crash when sprite rect doesn't match icon size.
- Replies: 11
- Views: 6907
Re: [0.15.3] crash when sprite rect doesn't match icon size.
I have begun encountering this as well in 0.15.4 Troubleshooting info: After encounter, I deleted crop-cache.dat. The next game load occurred without issue. Started new world, then exited game completely. Next game load (no mod changes) encountered same error. Conclusion: Something is corrupting eve...