Search found 9 matches

by Kremnari
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
by Kremnari
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 ...
by Kremnari
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 ...
by Kremnari
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 ...
by Kremnari
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 ...
by Kremnari
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.
by Kremnari
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 ...
by Kremnari
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 ...
by Kremnari
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 ...

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