Search found 126 matches
- Sat Apr 27, 2019 9:49 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 292100
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Hi, I know you did not investigate the problem with my mods because of the other things as you said, but I have looked into it a bit... (If I know that there is a failure, I have to deal with it or I can not sleep: D) and all the errors are fixed now. so it will load at least Thanks! Well, can I go...
- Sat Apr 27, 2019 8:29 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 292100
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Hi, I know you did not investigate the problem with my mods because of the other things as you said, but I have looked into it a bit... (If I know that there is a failure, I have to deal with it or I can not sleep: D) I have collected some information: Here are (again for the memory) the error: 31.3...
- Fri Apr 26, 2019 9:16 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1214907
Re: Bugs & FAQ
Hi Angel, I'd like to ask if you could include this little patch in your angel-functions.lua in the refining mod? https://www.dropbox.com/s/fapobzujxbs4gpk/angel-functions.patch?dl=0 It changed the void recipe generation to work with fluids/items with multilayer icons. Added :) Thanks for the hint/...
- Wed Apr 24, 2019 5:58 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 23818
Re: [Mods for 0.17] Amator Phasma's Mods
Hey saw your post on pycoaltbaa. While I know nothing about your mods as I've never used them. I know the biggest changesare with pycoal processing modifying the first 3 science packs and pyhightech which does some major changes to the circuits. I think the Recycler mod could be easy to make compat...
- Wed Apr 24, 2019 3:58 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 292100
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Indeed petrochem it is. I was able to make work Amator recycling by simply disabling modification of basic electronic components recipe, but I am still having trouble with Amator Coal and Steam, as I can´t find simple solution like "disable one thing." This might be hidden in some compati...
- Wed Apr 24, 2019 11:51 am
- Forum: Modding help
- Topic: I need a hint for graphics editing
- Replies: 6
- Views: 1751
Re: I need a hint for graphics editing
Thanks! @darkfrei That program looks good, I didn't know it before, I'm testing it. @Deadlock989 I will look into this settings. Yes, rendering directly to target resolution will give the best result to my eyes, but first I have to replace some elements that are too thin at the moment, a little bit ...
- Tue Apr 23, 2019 3:57 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1214907
Re: Bugs & FAQ
Hi Angel,
I'd like to ask if you could include this little patch in your angel-functions.lua in the refining mod?
https://www.dropbox.com/s/fapobzujxbs4g ... patch?dl=0
It changed the void recipe generation to work with fluids/items with multilayer icons.
I'd like to ask if you could include this little patch in your angel-functions.lua in the refining mod?
https://www.dropbox.com/s/fapobzujxbs4g ... patch?dl=0
It changed the void recipe generation to work with fluids/items with multilayer icons.
- Tue Apr 23, 2019 12:03 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268150
Re: [0.17+] Space Exploration WIP
A quick note: I have no idea if this is intended (only testing things for compatibillity with my mods) I can build space-platform-plating (tile) on a planet, if I place it over a spaceship floor (tile) and then build the space related (only?) machines. https://www.dropbox.com/s/d7b0eat7uqzn8b6/001.P...
- Mon Apr 22, 2019 11:44 pm
- Forum: Modding help
- Topic: I need a hint for graphics editing
- Replies: 6
- Views: 1751
Re: I need a hint for graphics editing
Thanks both of you, ...so the only way would be to render them twice each in their desired resolution to prevent losses I will make a test render directly to the low resolution and look at the result, why did I not come up with the idea yet? It is the closest thing. :? How are you scaling your image...
- Mon Apr 22, 2019 8:26 pm
- Forum: Modding help
- Topic: I need a hint for graphics editing
- Replies: 6
- Views: 1751
I need a hint for graphics editing
Hi, I hope someone can give me an hint of how I get smoother graphics, especially the low res variants. First I'm a bloody-noob in this topic, the tools I have and use are Blender and GIMP (If necessary I would even buy new a program) I render my sprites with Blender, then use montage to create the ...
- Mon Apr 22, 2019 8:01 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268150
Re: [0.17+] Space Exploration WIP
Hey thanks. If you find any incompatibilities with your mods just let me know and I'll get them fixed asap. Thanks for the offer, on my first tour there are no starting problems. I think the most flaws could be on my side because I change some fuel-categories and create new ones, I will check this ...
- Mon Apr 22, 2019 2:13 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 391
- Views: 268150
Re: [0.17+] Space Exploration WIP
Outstanding, great Mod! and.... just WOW
Love this Idea!
Love this Idea!
- Thu Apr 18, 2019 3:06 am
- Forum: Modding help
- Topic: Tile age
- Replies: 6
- Views: 2084
Re: Tile age
I do somthing like this in my inserter script:
https://www.dropbox.com/s/uwz9gglj3l2lh ... r.lua?dl=0
This code works, my clipping above, I have no idea if it is correct
EDIT to me: This was not EDIT!
https://www.dropbox.com/s/uwz9gglj3l2lh ... r.lua?dl=0
This code works, my clipping above, I have no idea if it is correct
EDIT to me: This was not EDIT!
- Thu Apr 18, 2019 3:01 am
- Forum: Modding help
- Topic: Tile age
- Replies: 6
- Views: 2084
Re: Tile age
Limit the iterrations per tick? this is what I would do somthing like this (not tested code) with 10 iterrations per tick function deployed_mine.on_build(entity) if entity.valid == false then return end if entity.type == "mine" then if not deployed_mine then global.deployed_mine = {} globa...
- Wed Apr 17, 2019 8:09 pm
- Forum: Not a bug
- Topic: [0.17.31] Missing modded burner inserter on the pollution statistic
- Replies: 2
- Views: 1055
Re: [0.17.31] Missing modded burner inserter on the pollution statistic
Thanks for the answer, then I will remove this property from my modded inserter.
- Mon Apr 15, 2019 8:49 pm
- Forum: Not a bug
- Topic: [0.17.31] Missing modded burner inserter on the pollution statistic
- Replies: 2
- Views: 1055
[0.17.31] Missing modded burner inserter on the pollution statistic
Hey o/
I am not sure if this is a real bug or if it works as expected,
but I can't see my mod-burner-inserter (they produce 0.05p/m), and there are ~2.6k on the map.
In the attachment a small test mod and a image.
I am not sure if this is a real bug or if it works as expected,
but I can't see my mod-burner-inserter (they produce 0.05p/m), and there are ~2.6k on the map.
In the attachment a small test mod and a image.
- Mon Apr 15, 2019 2:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] desync rotate assembling-machine with fluid energy_source.type
- Replies: 7
- Views: 3258
- Sun Apr 14, 2019 3:34 pm
- Forum: Mods
- Topic: [Mods for 0.18] Amator Phasma's Mods
- Replies: 64
- Views: 23818
Re: [Mods for 0.17] Amator Phasma's Mods
It's not really a bug, it's a incompatibility or an conflict with Realistic Power, both mods overwrite the fuel values. I will try to make it more streamlined on my side with the next update (I also found a small logic bug in the calculations) on my side so that the following calculations are all co...
- Fri Apr 12, 2019 12:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] desync rotate assembling-machine with fluid energy_source.type
- Replies: 7
- Views: 3258
Re: [0.17.28] desync rotate assembling-machine with fluid energy_source.type
sorry images in the opposit order -.-
- Fri Apr 12, 2019 12:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.28] desync rotate assembling-machine with fluid energy_source.type
- Replies: 7
- Views: 3258
Re: [0.17.28] desync rotate assembling-machine with fluid energy_source.type
step by step: - start server with this mod (new map) - /c game.player.force.research_all_technologies() - /c game.player.cheat_mode=true - build offshorepump, boiler, and some pipe connections - fill some fuel into boiler - build a "Basic Press" - upgrade "Basic Press" to Steam ...