Search found 544 matches

by Illiander42
Sun Aug 16, 2020 4:00 am
Forum: Ideas and Requests For Mods
Topic: Compilatrons Everywhere!
Replies: 1
Views: 1669

Re: Compilatrons Everywhere!

For mining drones I had to clone the whole mod, because the places that needed changing were buried deeply in things with no exposed parts I could get to.

There is probably a better way to do it than that.

The places to care about (assuming that you just want a reskin, not the extra stuff I did to ...
by Illiander42
Thu Aug 06, 2020 7:26 pm
Forum: Angels Mods
Topic: High rez sprites?
Replies: 6
Views: 3134

Re: High rez sprites?


Enable latest beta from steam or download from the website, then make sure they are enabled from ingame options.


I have high-rez sprites turned on in general, but I still get low-rez sprites for things like Angel's Chem Plant and Elecrolyser.

How do I get high-rez sprites for those? Is there a ...
by Illiander42
Sun Jul 26, 2020 11:24 pm
Forum: Angels Mods
Topic: High rez sprites?
Replies: 6
Views: 3134

High rez sprites?

So there are those beautiful high-rez graphics in the stickys, but the in-game graphics are still horrid low-rez ones.

Any chance we can get the high-rez graphics somehow?
by Illiander42
Wed Jul 15, 2020 12:06 pm
Forum: General discussion
Topic: Which mod for better Biters?
Replies: 4
Views: 3668

Re: Which mod for better Biters?

Does swarmageddeon work with Rampant's new biter types?

Also seconding armoured biters.

---

I consider Schall Alien Mutation to be a lighter version of Rampant's new enemies. I wouldn't mix the two (Though I would probably still use Rampant for the AI improvements)
by Illiander42
Sun Jul 12, 2020 11:05 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 113241

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing


I like the new beacons, but I'm not a big fan of the multiples holes in the ground . It would be interesting to connect them to form a straight line.
In most layouts, the beacons are aligned and stick together, so it would be really interesting to show how to use these beacons and make players ...
by Illiander42
Tue Jun 02, 2020 9:16 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3900
Views: 1971933

Re: Bugs & FAQ

There is a combo issue with the science overhaul and Omnimatter - Electric Omnitractor research is needed to make red circuits, but has pre-req techs that need red circuits to research.
by Illiander42
Mon Jan 13, 2020 5:26 pm
Forum: Implemented Suggestions
Topic: Separate signals to/from red and green wires
Replies: 92
Views: 38368

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: Implemented Suggestions
Topic: Separate signals to/from red and green wires
Replies: 92
Views: 38368

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 ...
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: 1376

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 ...
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: 2109

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: 2109

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: 2109

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: 2109

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 ...
by Illiander42
Wed Jan 01, 2020 11:57 am
Forum: Questions, reviews and ratings
Topic: Tame Biters for an army
Replies: 3
Views: 2570

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: 1557

[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: Implemented Suggestions
Topic: Separate signals to/from red and green wires
Replies: 92
Views: 38368

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 ...
by Illiander42
Tue Dec 10, 2019 2:56 am
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 51869

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: 988
Views: 556761

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: 396
Views: 365839

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: 988
Views: 556761

Re: [MOD 0.17] Industrial Revolution

Is someone working on a Space Exploration compatibility mod, or is it just a wild west atm?

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