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 ...
Search found 544 matches
- Sun Aug 16, 2020 4:00 am
- Forum: Ideas and Requests For Mods
- Topic: Compilatrons Everywhere!
- Replies: 1
- Views: 1669
- 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 ...
- 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?
Any chance we can get the high-rez graphics somehow?
- 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.
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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)
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)
- 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 ...
- 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.
- 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
I will have to remember it
- 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 ...
- 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 ...
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 ...
- 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.
I'd really like a solution that doesn't need to to even think about what language people are using.
- 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?
- 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".
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".
- 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 ...
There isn't an entry for it in localisations in the mod that changes it, and trying "Data.raw["storage ...
- 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.
- 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.
- 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 ...
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 ...
- 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?
- 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"?
- 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 ...
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 ...
- 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?