Search found 84 matches
- Tue Feb 04, 2025 8:57 pm
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 53
- Views: 46535
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Hey, I've noticed that lately for Space Age the most popular mods are planet additions, and these planets often come with their own element additions. (I.e. Cerys and hydrocarbons, Muluna and aluminum). Would it be too difficult to have compatibility where like elements are interchangeable?
I ...
- Mon Jan 20, 2025 3:52 am
- Forum: Implemented mod requests
- Topic: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
- Replies: 8
- Views: 1057
Re: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
Seems like this made it into 2.0.31? Thank you!
- Tue Jan 14, 2025 7:10 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 53
- Views: 46535
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Hello, I'd love to try your mods with IR3, are they compatible or is compatibilty planned for a future update?
Replying a year and half late to this. I'd say it is unlikely, unfortunately.
I tried with IR2. I was making progress with Lead and had some amount of compatibility released, but ...
- Mon Jan 06, 2025 6:13 am
- Forum: Implemented mod requests
- Topic: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
- Replies: 8
- Views: 1057
Re: Stop automatically deleting the auto_recycle field (allowing mod's to easilly regenerate the recycling recipes)
+1 to this.
Current behavior makes it quite literally impossible to broadly guarantee mods can respect one another's "auto_recycle=false" parameters. This is especially true given that every mod that modifies recipes has to regenerate recycling recipes, because they cannot guarantee their ...
Current behavior makes it quite literally impossible to broadly guarantee mods can respect one another's "auto_recycle=false" parameters. This is especially true given that every mod that modifies recipes has to regenerate recycling recipes, because they cannot guarantee their ...
- Mon Jan 06, 2025 5:55 am
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 2860
Re: Request: Move recycling recipe generation to data-final-fixes
I do not believe we will be doing this. Next someone will ask for a final final fixes because they want to add recipes in final fixes and then have recycling recipes made.
And then a request to move it to final final final fixes.
(Sorry for the double post, just wanted to reply directly to this ...
- Mon Jan 06, 2025 5:24 am
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 34
- Views: 2860
Re: Request: Move recycling recipe generation to data-final-fixes
Actually, I think auto_recycle should not be changed, if (re)generating a recycling recipe. I believe the intent of the field is to not generate a recycling recipe.
I took that line from the quality mod's data-updates.lua script, but I think for my purposes, it should be left alone.
Hmm ...
- Wed Jan 01, 2025 11:48 am
- Forum: Duplicates
- Topic: [2.0.15] Items begin to spoil before they are finished crafting
- Replies: 5
- Views: 1052
Re: [2.0.15] Items begin to spoil before they are finished crafting
Same thing I think 125184
- Wed Jan 01, 2025 11:47 am
- Forum: Duplicates
- Topic: Quickly spoiling, long craft time items, spoiling instantly on craft.
- Replies: 3
- Views: 744
Re: Quickly spoiling, long craft time items, spoiling instantly on craft.
I just ran into this too. I also found if you speed module a recipe so the crafting length is less than the spoilage, you'll get partially spoiled items.
I agree that it seems the items being created immediately when the recipe starts.
And I also agree that preserve_products_in_machine_output is ...
I agree that it seems the items being created immediately when the recipe starts.
And I also agree that preserve_products_in_machine_output is ...
- Tue Dec 31, 2024 7:42 am
- Forum: Technical Help
- Topic: "Update Failed: .../data/_/doc-html/types/LayeredSpriteVariations.html has unexpected content"
- Replies: 3
- Views: 414
Re: "Update Failed: .../data/_/doc-html/types/LayeredSpriteVariations.html has unexpected content"
Hello again, Loewchen
I get this type of error too if I every time try to update the non-Steam version. This did not happen before Space Age.
As a modder this is very unfortunate, because I either have to download/extract/install a 4GB file each time, or I have to use the Steam version, which ...
I get this type of error too if I every time try to update the non-Steam version. This did not happen before Space Age.
As a modder this is very unfortunate, because I either have to download/extract/install a 4GB file each time, or I have to use the Steam version, which ...
- Sat Dec 28, 2024 10:54 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 53
- Views: 46535
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
FYI, both Titanium and Lead are out for 2.0. Please report any issues you have on the mod portal.
- Sat Dec 28, 2024 3:20 am
- Forum: Not a bug
- Topic: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
- Replies: 9
- Views: 972
Re: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
I might be wrong, but I believe that’s working as intended. The reason being; the game has no way to know if something was specifically excluded from the map gen settings because it was disabled or if it didn’t exist at the time they were created. Blanket adding them in any time mods change would ...
- Fri Dec 27, 2024 9:58 am
- Forum: Not a bug
- Topic: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
- Replies: 9
- Views: 972
Re: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
Alright. So I took a look at the code you linked. Didn't actually work for my mods, but I saw it seemed to work for Cargo Ships. So I banged my head against the wall for a few hours, and actually think I found a proper workaround for the issue.
Basically something like this seems to be working ...
Basically something like this seems to be working ...
- Wed Dec 25, 2024 3:35 am
- Forum: Not a bug
- Topic: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
- Replies: 9
- Views: 972
Re: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
Thanks for posting your code. For now, I ended up working around the issue entirely by generating the patches separately on chunk generation.
Edit to strike old workaround. See below for proper workaround.
Edit to strike old workaround. See below for proper workaround.
- Tue Dec 24, 2024 11:19 am
- Forum: Not a bug
- Topic: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
- Replies: 9
- Views: 972
Re: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
Extra data point. I believe that if you enable the mod, then load an old 1.1.x save that didn't originally have the mod enabled, ores generate as expected
(I'm guessing this is due to the conversion that takes place upon loading the game into 2.0 for the first time)
(I'm guessing this is due to the conversion that takes place upon loading the game into 2.0 for the first time)
- Mon Dec 23, 2024 10:12 am
- Forum: Not a bug
- Topic: [2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
- Replies: 9
- Views: 972
[2.0.28] [Modding] Unable to add functional resource autoplace controls to an in-progress game via mods
I'm working on updating Titanium . The autoplace control is working for new games. I've found that adding the mod to existing games does not generate ore patches on newly generated chunks as it did in 1.1.x and previously. Additionally, regenerate_entity() does not seem to be working for new ...
- Mon Nov 11, 2024 4:09 am
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.11] Gleba enemies freeze in place/get Stuck and won't attack (pentapod/stomper) (MR)
- Replies: 26
- Views: 4861
Re: [2.0.11] Gleba enemies freeze in place/get Stuck and won't attack
Same thing, 2.0.16, remote view, only pentapods. Other attacks occasionally pass the "stuck" enemies, but the enemies don't get unstuck. Remote driving a tank doesn't even unstick them. For me, only player can unstick them, though I haven't tried spidertron.
- Mon Nov 11, 2024 2:21 am
- Forum: Ideas and Suggestions
- Topic: Assemblers/etc should explain why no recipe is set by circuit network when dump inventory is full.
- Replies: 1
- Views: 726
Assemblers/etc should explain why no recipe is set by circuit network when dump inventory is full.
TL;DR
When debugging the circuit network, there should be a hint when the dump inventory is preventing the circuit connection from setting a recipe on a assembler/etc.
What?
In this image, the combinators are outputting a single recipe. It's not very clear why the crusher's recipe is not being ...
When debugging the circuit network, there should be a hint when the dump inventory is preventing the circuit connection from setting a recipe on a assembler/etc.
What?
In this image, the combinators are outputting a single recipe. It's not very clear why the crusher's recipe is not being ...
- Sun Nov 10, 2024 11:21 am
- Forum: Not a bug
- Topic: [2.0.16] A crusher that should set recipe will not set recipe
- Replies: 2
- Views: 461
Re: [2.0.16] A crusher that should set recipe will not set recipe
My apologies and thanks for taking a look. I got confused with the "dump inventory" idea, but I'll have to figure out how that works.
- Sun Nov 10, 2024 11:08 am
- Forum: Not a bug
- Topic: [2.0.16] A crusher that should set recipe will not set recipe
- Replies: 2
- Views: 461
[2.0.16] A crusher that should set recipe will not set recipe
What did you do? Used combinators to set a recipe on a crusher.
What happened? The recipe was not set.
What did you expect to happen instead? The recipe should have been set.
Does it happen always, once, or sometimes? Sometimes.
Cannot reproduce, but here are steps to see it in the included ...
- Mon Nov 04, 2024 12:27 am
- Forum: Mods
- Topic: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
- Replies: 53
- Views: 46535
Re: BZ Mods - Titanium, Silica & Silicon, Lead, Tungsten, Zirconium...
Hi. Sorry for the relative silence. I have added a note to the top of the first post in this thread. TL;DR they will be updated, I hope to by end of this year.