Search found 9 matches
- Fri May 15, 2020 2:24 am
- Forum: Tools
- Topic: packages.searcher help
- Replies: 1
- Views: 1957
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: 1957
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 ...
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 ...
- Wed Apr 03, 2019 3:46 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 93430
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", name = ore2fluid, amount ...
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", name = ore2fluid, amount ...
- Mon Apr 02, 2018 4:24 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 711988
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","pyCoalProcessing ...
if mods["omnimatter"] then
omni.add_resource(data.raw.item["raw-borax"],1,"Borax","pyCoalProcessing ...
- Sun Apr 01, 2018 6:03 am
- Forum: Mods
- Topic: Building Materials [0.16.1]
- Replies: 1
- Views: 1695
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 ...
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 ...
- Sat Mar 17, 2018 7:50 pm
- Forum: Ideas and Suggestions
- Topic: Unlocalized Locale
- Replies: 3
- Views: 1916
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: 1916
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 ...
I have tried adding a locale to both core and base folders with various tags removed, but there seems to be a ...
- Mon May 22, 2017 12:01 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1524286
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 ...
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 ...
- 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: 8165
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 ...
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 ...