Search found 14 matches

by chernosliv
Tue Jul 17, 2018 2:13 pm
Forum: Mods
Topic: [MOD 0.16.x] Storage Energistics
Replies: 53
Views: 16709

Re: [MOD 0.16.x] Storage Energistics

Have a question:what`s better, big network or couple of smaller?
by chernosliv
Sat Jan 06, 2018 12:12 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346417

Re: Friday Facts #224 - Bots versus belts

I want to see it as an option in advanced settings. More options - more fun!
by chernosliv
Mon Jan 25, 2016 5:24 pm
Forum: Modding help
Topic: No such node error
Replies: 13
Views: 16975

Re: No such node error

Thanks for illustrative example, it fixes the problem. I make this looking on Dytech pipes for example. Now i understand my mistake.
by chernosliv
Mon Jan 25, 2016 4:00 pm
Forum: Modding help
Topic: No such node error
Replies: 13
Views: 16975

Re: No such node error

I not understand what part of code should i post and decided to post both parts. picture = { filename = "__base__/graphics/entity/basic-accumulator/basic-accumulator.png", priority = "extra-high", width = 124, height = 103, shift = {0.7, -0.2}, tint = Tint } And what`s left funct...
by chernosliv
Sun Jan 24, 2016 1:22 pm
Forum: Modding help
Topic: No such node error
Replies: 13
Views: 16975

Re: No such node error

I put links to my files in previous reply. It should be better.
by chernosliv
Sun Jan 24, 2016 1:10 pm
Forum: Modding help
Topic: No such node error
Replies: 13
Views: 16975

Re: No such node error

Nothing changed
by chernosliv
Sun Jan 24, 2016 12:58 pm
Forum: Modding help
Topic: No such node error
Replies: 13
Views: 16975

Re: No such node error

Not working - expected (to close `function` at line 1) near `=`
Forgot to mention 12.10
by chernosliv
Sun Jan 24, 2016 12:38 pm
Forum: Modding help
Topic: No such node error
Replies: 13
Views: 16975

Re: No such node error

It looks like: picture = Accumulators(T1), charge_animation = AccumulatorsCharge(T1), charge_cooldown = 30, charge_light = {intensity = 0.3, size = 7}, discharge_animation = AccumulatorsDischarge(T1), discharge_cooldown = 60, discharge_light = {intensity = 0.7, size = 7}, T1 - tint color Files i mad...
by chernosliv
Sun Jan 24, 2016 12:25 pm
Forum: Modding help
Topic: No such node error
Replies: 13
Views: 16975

No such node error

Hello! Trying to make colouring entities with (Tint) - it`s faster then hand painting, and get an ''error while loading entity prototype ''advanced-accumulator''(accumulator); No such node (filename) Here is content of file; function Accumulators(Tint) return { picture = { filename = "__base__/...
by chernosliv
Wed Aug 05, 2015 1:47 am
Forum: Mods
Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
Replies: 32
Views: 23753

Re: Command Control - Remote viewing and management (v1.1.1)

ljdp wrote:
What is the mod you're using?
DyTech
by chernosliv
Tue Aug 04, 2015 5:50 pm
Forum: Mods
Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
Replies: 32
Views: 23753

Re: Command Control - Remote viewing and management (v1.1.1)

ljdp wrote:
chernosliv wrote:Will it work with modded radars?
Should do, if you're just changing the prototype of the vanilla radar. But it won't work on entirely new radar prototypes (with a different entity name).
Sad, i wanted to try.
by chernosliv
Tue Aug 04, 2015 12:22 pm
Forum: Mods
Topic: [MOD 0.12.x] Command Control - Remote view/manage (v1.1.1)
Replies: 32
Views: 23753

Re: Command Control - Remote viewing and management (v1.1.1)

Will it work with modded radars?
by chernosliv
Mon Aug 03, 2015 1:56 am
Forum: Modding help
Topic: [Solved] Modifying Vanilla Recipes 0.12
Replies: 11
Views: 4638

Re: [Solved] Modifying Vanilla Recipes 0.12

orzelek wrote: Run this:

Code: Select all

/c game.player.force.reset_recipes()
from console after loading save with modified recipes to update the save.
Ideally it should be in migration script of mod.
Might need to use players[1] if in multiplayer.
Thanks for advice it works.
by chernosliv
Sun Aug 02, 2015 2:48 pm
Forum: Modding help
Topic: [Solved] Modifying Vanilla Recipes 0.12
Replies: 11
Views: 4638

Re: [Solved] Modifying Vanilla Recipes 0.12

Would somebody help me with recipes? I need to apply recipe changes in current map, but it works only on new map.

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