Search found 1183 matches

by Mooncat
Thu Jun 06, 2019 7:57 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.2] Electric Miner doesn't show expecting resources
Replies: 5
Views: 2106

Re: [0.17.2] Electric Miner doesn't show expecting resources

kovarex wrote:
Wed Feb 27, 2019 10:03 pm
Hello, I can't really reproduce the issue.
Hi, I just came back to this game and encountered this issue.
Setting "Entity tooltip delay" to higher than 0ms will completely hide the entity tooltip when placing entities.
I guess this is actually a bug?
by Mooncat
Thu Nov 22, 2018 1:55 pm
Forum: Yuoki Industries
Topic: If it's not a feature - it's maybe a Bug ?
Replies: 97
Views: 26421

Re: If it's not a feature - it's maybe a Bug ?

Hi Yuoki, I have played your awesome mods in 0.14, and I have just got my time to start a game in 0.16 with your mods again. But I noticed something. Do the Fatmice Cycle Engine and Owner's Monument still reduce pollution, like what they did in 0.14? It seems they are not working in my 0.16 save. :?...
by Mooncat
Wed Nov 21, 2018 6:53 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 75360

Re: Feedback

Hi Bob, I just started my first game with your mods and I finally why they are so famous. :P But there is one thing bugging me now. The artillery projectiles in Bob's Warfare 0.16.7 don't reveal map like the vanilla one. This is sad when you cannot see the aliens far away die in pain. Surprised that...
by Mooncat
Mon Dec 18, 2017 2:11 pm
Forum: Resolved Problems and Bugs
Topic: [posila][0.16] Artillery shell shadow mismatches turret shadow
Replies: 9
Views: 3203

[posila][0.16] Artillery shell shadow mismatches turret shadow

Bug: The shadow of artillery shell doesn't match the shadow of the artillery turret that shot the shell. Steps to reproduce: 1) Start a game. 2) Place an artillery turret and give it some artillery shells. 3) (Optional) Slow the game down with /c game.speed = 0.1 4) Use artillery targeting remote to...
by Mooncat
Mon Dec 18, 2017 1:45 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 274808

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Holy.... I didn't expect 0.16 can be released so soon. I'm still busy, so I can't guaranteer when I can release updates of my mods. I tried to send you a few bucks to your Paypal in the first post since I use your mod and wanted to show my appreciation. Unfortunately, I get an error when sending an...
by Mooncat
Thu Dec 14, 2017 3:57 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 274808

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Holy.... I didn't expect 0.16 can be released so soon. I'm still busy, so I can't guaranteer when I can release updates of my mods. Feel free to takeover it if anyone can't wait. :( Edit: I meant create a new mod based on this one, so I can come back at anytime. :P Creative Mode instant-deconstructi...
by Mooncat
Fri Dec 01, 2017 9:19 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 58530

Re: Friday Facts #219 - Cliffs

It is the most exciting feature in 0.16!

Now we need enemies that will ignore the cliffs, e.g. flying aliens.
by Mooncat
Tue Nov 21, 2017 1:48 pm
Forum: Won't implement
Topic: make assembly machines wireable
Replies: 9
Views: 4687

Re: make assembly machines wireable

+1 for making assembly machines connectable with wires, even if it is just for turning them on/off.
By connecting them with wires, mods can do more interesting things based on the signals in the connected circuit network.
by Mooncat
Tue Nov 21, 2017 1:44 pm
Forum: Modding interface requests
Topic: on_wire_placed
Replies: 10
Views: 2681

Re: on_wire_placed

Rseding91 wrote:What's the utility of such an event?
Automatically refill wire once you have used one. :)

Player used a wire -> on_wire_placed -> mod inserts a wire to the player.

Or it should be named on_player_placed/used/connected_wire for consistency.
by Mooncat
Tue Nov 21, 2017 1:25 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 274808

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

== Bug Spotted == Object: Creative Chest Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD. Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing. Could be another mods reason, but i honestly don't think so. I can prov...
by Mooncat
Tue Nov 21, 2017 3:23 am
Forum: Resolved Problems and Bugs
Topic: [15.37] Exception when calling script.raise_event
Replies: 22
Views: 5071

Re: [15.37] Exception when calling script.raise_event

Ye, I know.. I'm just a bit frustrated because I can't figure it out, that's all :) Bleh. I'm frustrated too now because i was actually stupid enough to waste lots of time on doing your work. a) Downloading a huge modpack from a hosting service that is too fucking broken to show the file size befor...
by Mooncat
Tue Nov 21, 2017 2:56 am
Forum: Implemented mod requests
Topic: Function for focusing a GUI element
Replies: 16
Views: 4939

Re: Function for focusing a GUI element

Rseding91 wrote:Ok, I've added a focus() function to LuaGuiElement for 0.16.
Many thanks. :D
by Mooncat
Tue Nov 21, 2017 2:53 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 274808

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

== Bug Spotted == Object: Creative Chest Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD. Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing. Could be another mods reason, but i honestly don't think so. I can prov...
by Mooncat
Fri Oct 13, 2017 7:59 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 44404

Re: Friday Facts #212 - The GUI update (Part 1)

My eyes don't deserve that.
by Mooncat
Fri Sep 15, 2017 1:38 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 16112

Re: Somethings not (or hidden) in doc but you need to know

@Mooncat: Concerning GUI Naming i consider it good practice to always check for the root name. This way i only have to keep the upper-most elements name unique and can keep the other buttons with more convenient namings. Don't know how other people handle this. local function is_my_gui(element) if ...
by Mooncat
Wed Sep 06, 2017 7:30 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 16112

Re: Somethings not (or hidden) in doc but you need to know

New: Data and Control LuaEntityPrototype.collision_mask does not return not-colliding-with-itself Control GUI Naming Updated: Data Prototype Naming Better explanation for naming common intermediate items and resources Control Find entity using position will not return entities without collider Posit...
by Mooncat
Tue Sep 05, 2017 2:07 am
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 16112

Re: Somethings not (or hidden) in doc but you need to know

I think Bob has made a good point. I hate those Lead, Tin and Copper oressssss in Minecraft generated by different mods and they are not always interchangeable. I will update the OP to state that intermediate items can be an exception for intermediate-advanced modders (because you'll need to check i...
by Mooncat
Mon Sep 04, 2017 6:42 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 274808

Re: [MOD 0.15.29+] Creative Mode 0.3.11 - Infinite resources

Released v0.3.11 - New: Added infinite resources for the Creator magic wand. - Fixes: Matter source, matter void and matter duplicator now no longer works on entities that don't have collider, like the space rocket. Edit: the issue has not been fixed. Working on it. Edit 2: Released v0.3.12 - Fixes:...
by Mooncat
Mon Sep 04, 2017 2:21 am
Forum: News
Topic: Friday Facts #206 - Workflow optimisation
Replies: 84
Views: 29114

Re: Friday Facts #206 - Workflow optimisation

I'm sure I will love the new features!
Regarding to transport belts, is this suggestion on the todo list?
Conveyor Belt Auto-Direction
(Auto rotate transport belts as long as mouse button is pressed)

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