Feedback on nuclear reactors please: https://imgur.com/a/c4KEWLQ.
For uranium/thorium I averaged the fuel colors from the two valid fuel types.
Heat pipes
Search found 416 matches
- Wed Feb 19, 2020 12:09 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 32076
- Tue Feb 18, 2020 8:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Ernestas] [0.18.7] - Heated-pipe ends are inconsistent
- Replies: 1
- Views: 2198
[Ernestas] [0.18.7] - Heated-pipe ends are inconsistent
The downward facing end is not masked while the other three are.
- Tue Feb 18, 2020 7:03 pm
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 32076
Re: [0.18] Need suggestions on assigning tiers for a WIP reskin mod...
First pass on electric pole entities:
I think the substation and big pole are fine, medium seems a bit much. Would like feedback from people with opinions.
I think the substation and big pole are fine, medium seems a bit much. Would like feedback from people with opinions.
- Tue Feb 18, 2020 2:36 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 32076
Re: [0.18] Need suggestions on assigning tiers for a WIP reskin mod...
Took some doing; six unique assembling machines with unique animations.
- Mon Feb 17, 2020 12:18 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 32076
Re: [0.18] Need suggestions on assigning tiers for a WIP reskin mod...
makes sense, and looks good. I'd probably say they should be T2 to 4, but I'd need to look at the tech tree and the ingredients again. I agree they should map to T2-4, but I want to support both ingredient-mapped and the typical way reskin mods have mapped stuff to tiers. It's also two clicks to ma...
- Sun Feb 16, 2020 5:02 am
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 32076
Re: [0.18] Need suggestions on assigning tiers for a WIP reskin mod...
There are only three tiers, but since the solars are either tier 1-3 or tier 2-4, needs graphics for both.
- Sat Feb 15, 2020 10:35 pm
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 32076
Re: [0.18] Need suggestions on assigning tiers for a WIP reskin mod...
This is very helpful feedback, much appreciated. Especially the bit surrounding reactors... I would not have thought to check for the Deuterium color setting. As an aside, I have two different thoughts for how to color the solar panel sprites and am soliciting feedback on what I have so far: https:/...
- Fri Feb 14, 2020 12:29 am
- Forum: Not a bug
- Topic: [0.18.6] Minor - steam-engine remnant animation table is unnecessarily nested...
- Replies: 1
- Views: 590
[0.18.6] Minor - steam-engine remnant animation table is unnecessarily nested...
This is... mildly inconvenient territory, as instead of being able to treat these as one case I have to handle them as two separate cases, but: This is a boiler: animation = { filename = "__base__/graphics/entity/boiler/remnants/boiler-remnants.png", line_length = 1, width = 138, height = ...
- Thu Feb 13, 2020 8:32 pm
- Forum: Bob's mods
- Topic: [0.18] Need suggestions/feedback for a WIP reskin mod...
- Replies: 141
- Views: 32076
[0.18] Need suggestions/feedback for a WIP reskin mod...
I am making yet another Bob's mod reskin: Preview https://i.imgur.com/FbN4Q1q.png Going to have particles/remnants that are also colored and match. Now, the issue: 1. There seem to be two schools of thought on what the tiers should mean. 2. Not everything fits nicely into the tier system My PLAN is ...
- Thu Feb 13, 2020 1:44 am
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 51145
Re: [0.18] Please post bugs and balance issues here.
The description for Inserter overhual setting has a textual issue: "...but you can use make any inserter long..." For the Electric Chemical Furnace, the following recipes are new (as in the Steel/Standard Chemical Furnace don't have them): Intermediate Products - Iron Plate - Copper Plate ...
- Wed Feb 12, 2020 1:21 am
- Forum: Mod portal Discussion
- Topic: Report stolen mods
- Replies: 65
- Views: 18722
Re: Report stolen mods
This thread looks like a misunderstanding of intent and license to me. The MIT license is one of the smallest licenses out there. Reading it before using it, should be feasible: Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentatio...
- Wed Feb 12, 2020 1:19 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 74574
Re: [MOD 0.17] ShinyBobGFX
Thanks for your work on this. Unfortunately this isn't working completely - at least not with my mod combination. Could you please specify what exactly has to be specified in the lua's, so i may be able to help myself? To clarify a bit - with your modified ShinyBob's i get the message that /graphic...
- Tue Feb 11, 2020 12:23 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 74574
Re: [MOD 0.17] ShinyBobGFX
Edit: Removed, since they're not a general fix, just specific to my set of Angels/Bobs.
- Mon Feb 10, 2020 5:26 pm
- Forum: Modding help
- Topic: Add a property to entity definition (resolved)
- Replies: 6
- Views: 1270
Re: Add a property to entity definition (resolved)
Yep, kinda was figuring that's what had happened. Much appreciate all the help, thanks.
- Mon Feb 10, 2020 7:06 am
- Forum: Modding help
- Topic: Add a property to entity definition (resolved)
- Replies: 6
- Views: 1270
Re: Add a property to entity definition (resolved)
2. Turns out I was trying to add a key, and that was as simple as: table.insert(data.raw["splitter"]["basic-splitter"],structure_patch) And then I can just edit the key directly with data.raw["splitter"]["basic-splitter"].structure_patch = {...} So with that ...
- Wed Feb 05, 2020 9:04 am
- Forum: Implemented mod requests
- Topic: Treat loader remnants the same as underground belt remnants?
- Replies: 2
- Views: 2061
Re: Treat loader remnants the same as underground belt remnants?
Much appreciated.
- Wed Feb 05, 2020 8:20 am
- Forum: Implemented mod requests
- Topic: Treat loader remnants the same as underground belt remnants?
- Replies: 2
- Views: 2061
Treat loader remnants the same as underground belt remnants?
In trying to create remnants for my loaders mod, I ran across the following issue: https://i.imgur.com/Xc4170N.png I do have 8 directions specified, one for each input/output as in the underground-belt remnants. In code, I had been re-using the corpse specification for underground-belts, as they are...
- Tue Feb 04, 2020 7:23 pm
- Forum: Mod portal Discussion
- Topic: Report stolen mods
- Replies: 65
- Views: 18722
Re: Report stolen mods
Uploading such blatant rips on sites like nexus gets you banned almost instantly. I would like for fair moderation with common sense rather than having to add 100 page legal documents to each of my mods and threaten lawsuits. I said it in discord yesterday: In regards to the re-upload of Loaders Re...
- Tue Feb 04, 2020 7:56 am
- Forum: Not a bug
- Topic: [0.18.3] Modded Furnace Icon Recipe Visual Bug
- Replies: 3
- Views: 1535
Re: [0.18.3] Modded Furnace Icon Recipe Visual Bug
I confirmed this happens for a vanilla furnace as well. It was necessary to have the furnace loaded by inserters; with the GUI open it updates correctly.
- Tue Feb 04, 2020 7:40 am
- Forum: Minor issues
- Topic: [0.18.3] - Objects on same render layer casting shadows on entities to their right, sometimes
- Replies: 1
- Views: 907
[0.18.3] - Objects on same render layer casting shadows on entities to their right, sometimes
Not sure if fixable, but entities will sometimes cast a shadow on another entity on the same render layer. Exhibit A, underground belt casts a shadow on splitters in 2/4 cases: https://i.imgur.com/yswILmL.png Exhibit B with loader casting a shadow on a splitter in 2/4 cases: https://i.imgur.com/rBTb...