Search found 58 matches

by Illiander42
Mon Jan 13, 2020 5:26 pm
Forum: Ideas and Suggestions
Topic: Separate signals to/from red and green wires
Replies: 52
Views: 4355

Re: Separate signals to/from red and green wires

That's a neat trick.

I will have to remember it :)
by Illiander42
Mon Jan 13, 2020 1:57 pm
Forum: Ideas and Suggestions
Topic: Separate signals to/from red and green wires
Replies: 52
Views: 4355

Re: Combinators EACH able to differentiate between red and green inputs

When working with things like LTN, where you have a large number of different signals on the same wire, sometimes you want to filter out a selection of signals. What I think would be a really simple (and powerful) way of doing this would be to have a way for arithmetic and decider combinators to sa...
by Illiander42
Sat Jan 11, 2020 11:24 pm
Forum: Questions, reviews and ratings
Topic: Add/remove items from vehicle equipment grids?
Replies: 1
Views: 83

Add/remove items from vehicle equipment grids?

My search skills have failed me. I'm looking for a way to automate replacing spent battery packs and schall gun pods in trains. From the API it looks like its possible, but I couldn't find any mod that gives you any way to automatically manipulate vehicle equipment grids. Does it exist, or will I ha...
by Illiander42
Mon Jan 06, 2020 11:40 am
Forum: Modding help
Topic: Modding a mod - reverting a change to vanilla name
Replies: 6
Views: 251

Re: Modding a mod - reverting a change to vanilla name

But what if they've changed it in other Locales as well?

I'd really like a solution that doesn't need to to even think about what language people are using.
by Illiander42
Sun Jan 05, 2020 8:10 pm
Forum: Modding help
Topic: Modding a mod - reverting a change to vanilla name
Replies: 6
Views: 251

Re: Modding a mod - reverting a change to vanilla name

That doesn't work. I guess the vanilla value has been completely overwritten, so maybe the data isn't there anymore?
by Illiander42
Sun Jan 05, 2020 6:36 am
Forum: Modding help
Topic: Modding a mod - reverting a change to vanilla name
Replies: 6
Views: 251

Re: Modding a mod - reverting a change to vanilla name

Thanks, that's let me set it to a string I know.

Is there a way to get it to be the localised name of a vanilla item instead? I tried a few variations from looking at other mods and from the wiki page, but they all came up verbotem when I tried them with "storage-tank".
by Illiander42
Sat Jan 04, 2020 2:09 pm
Forum: Modding help
Topic: Modding a mod - reverting a change to vanilla name
Replies: 6
Views: 251

Modding a mod - reverting a change to vanilla name

I'm putting together a "bridging"/compatibility mod to make a few of my favourite mods work more smoothly together, and I find I need to revert the name change one of them made to a vanilla item. There isn't an entry for it in localisations in the mod that changes it, and trying "Data.raw["storage-t...
by Illiander42
Wed Jan 01, 2020 11:57 am
Forum: Questions, reviews and ratings
Topic: Tame Biters for an army
Replies: 3
Views: 391

Re: Tame Biters for an army

Natural Evolution has some stuff that lets you breed tame biters, and also has "conversion" ammos.
by Illiander42
Wed Dec 25, 2019 7:36 pm
Forum: Not a bug
Topic: [Twinsen] New Tooltips don't show entity HP anymore
Replies: 2
Views: 291

[Twinsen] New Tooltips don't show entity HP anymore

Ever since the new tooltips cam out, you can't see how many HP anything has without building it anymore.
by Illiander42
Tue Dec 17, 2019 4:46 pm
Forum: Ideas and Suggestions
Topic: Separate signals to/from red and green wires
Replies: 52
Views: 4355

Combinators EACH able to differentiate between red and green inputs

When working with things like LTN, where you have a large number of different signals on the same wire, sometimes you want to filter out a selection of signals. What I think would be a really simple (and powerful) way of doing this would be to have a way for arithmetic and decider combinators to say...
by Illiander42
Tue Dec 10, 2019 2:56 am
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 30428

Re: [MOD 0.13] Armageddon - nice little disasters

Any chance this can update to 0.17?
by Illiander42
Fri Nov 15, 2019 9:14 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 126367

Re: [MOD 0.17] Industrial Revolution

In my quest to make IR and Space Exploration work together, would it be possible to tell me where to go to say "exclude this product from this recipe from the tech tree rebuild search"?
by Illiander42
Fri Nov 15, 2019 8:53 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 324
Views: 87504

Re: [0.17+] Space Exploration WIP

I know this is still early stages atm, but if you need a vaguely programmer-competent tester for Industrial Revolution compatibility, I'd love to volunteer. I just need to figure out how to get them to load together atm. Oil Processing apparently needs space biochem, which needs oil processing. But ...
by Illiander42
Fri Nov 15, 2019 8:01 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 126367

Re: [MOD 0.17] Industrial Revolution

Is someone working on a Space Exploration compatibility mod, or is it just a wild west atm?
by Illiander42
Sat Oct 26, 2019 12:59 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 12930

Re: Friday Facts #318 - New Tooltips

Lets not forget the multi-output recipes in all this, shall we?
by Illiander42
Sat Oct 26, 2019 12:55 pm
Forum: Mods
Topic: [MOD 0.18] Multi-Product Recipe Details 0.18.1
Replies: 19
Views: 2867

Re: [MOD 0.17] Multi-Product Recipe Details 0.17.3

Please tell me that the latest patch (0.17.73) ascended this mod?

Or at least didn't break it?
by Illiander42
Fri Aug 30, 2019 8:31 pm
Forum: Ideas and Suggestions
Topic: Toggle for Copy/Paste saving station names
Replies: 2
Views: 160

Toggle for Copy/Paste saving station names

TL;DR There should be a settings-level toggle so that when Copying a station, it doesn't copy the station name. What ? Currently, when using the copy&paste functionality, the station names are saved and used. This is the opposite behaviour to normal blueprints, which do not include station names by...
by Illiander42
Fri Jul 26, 2019 6:01 pm
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 61988

Re: Friday Facts #305 - The Oil Changes

The Oil Changes: Too bad you seem locked in to this. Pushing back construction bots is not a "fun" change. The suggestion made by the user last week, to have Basic Oil Tech produce Heavy Oil only which must then must be cracked down, was the most elegant solution. You learn about the different outp...
by Illiander42
Tue Jul 23, 2019 9:52 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 50912

Re: Friday Facts #304 - Small bugs; Big changes

Ok, new players might find a use for it, but hoping people make something potentially useless & easily dismissable just because they're forced to spend a resource isn't good game design. I usually have enough coal to last me until I get solars & electric furnaces (& nuclear fuel for trains further ...
by Illiander42
Tue Jul 23, 2019 4:51 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 50912

Re: Friday Facts #304 - Small bugs; Big changes

I still don't quite understand why do so many people think the oil change simplifies/dumbs down the game in any way. Sure, it makes the start of oil simpler Read what I quoted again. And then realise that they are just pushing the big step farther up the staircase (and making it taller) rather than...

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