Search found 14 matches
- Tue Jul 17, 2018 2:13 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Storage Energistics
- Replies: 53
- Views: 20215
Re: [MOD 0.16.x] Storage Energistics
Have a question:what`s better, big network or couple of smaller?
- Sat Jan 06, 2018 12:12 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 428025
Re: Friday Facts #224 - Bots versus belts
I want to see it as an option in advanced settings. More options - more fun!
- Mon Jan 25, 2016 5:24 pm
- Forum: Modding help
- Topic: No such node error
- Replies: 13
- Views: 17662
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.
- Mon Jan 25, 2016 4:00 pm
- Forum: Modding help
- Topic: No such node error
- Replies: 13
- Views: 17662
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
function ...
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
function ...
- Sun Jan 24, 2016 1:22 pm
- Forum: Modding help
- Topic: No such node error
- Replies: 13
- Views: 17662
Re: No such node error
I put links to my files in previous reply. It should be better.
- Sun Jan 24, 2016 1:10 pm
- Forum: Modding help
- Topic: No such node error
- Replies: 13
- Views: 17662
Re: No such node error
Nothing changed
- Sun Jan 24, 2016 12:58 pm
- Forum: Modding help
- Topic: No such node error
- Replies: 13
- Views: 17662
Re: No such node error
Not working - expected (to close `function` at line 1) near `=`
Forgot to mention 12.10
Forgot to mention 12.10
- Sun Jan 24, 2016 12:38 pm
- Forum: Modding help
- Topic: No such node error
- Replies: 13
- Views: 17662
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 ...
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 ...
- Sun Jan 24, 2016 12:25 pm
- Forum: Modding help
- Topic: No such node error
- Replies: 13
- Views: 17662
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 ...
Here is content of file;
function Accumulators(Tint)
return {
picture =
{
filename = "__base ...
- 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: 25995
Re: Command Control - Remote viewing and management (v1.1.1)
DyTechljdp wrote:
What is the mod you're using?
- 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: 25995
Re: Command Control - Remote viewing and management (v1.1.1)
Sad, i wanted to try.ljdp wrote: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).chernosliv wrote:Will it work with modded radars?
- 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: 25995
Re: Command Control - Remote viewing and management (v1.1.1)
Will it work with modded radars?
- Mon Aug 03, 2015 1:56 am
- Forum: Modding help
- Topic: [Solved] Modifying Vanilla Recipes 0.12
- Replies: 11
- Views: 5447
Re: [Solved] Modifying Vanilla Recipes 0.12
Thanks for advice it works.orzelek wrote: Run this:from console after loading save with modified recipes to update the save.Code: Select all
/c game.player.force.reset_recipes()
Ideally it should be in migration script of mod.
Might need to use players[1] if in multiplayer.
- Sun Aug 02, 2015 2:48 pm
- Forum: Modding help
- Topic: [Solved] Modifying Vanilla Recipes 0.12
- Replies: 11
- Views: 5447
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.