Search found 416 matches

by kirazy
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

Re: [0.18] Need suggestions on assigning tiers for a WIP reskin mod...

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
Image
by kirazy
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

Image

The downward facing end is not masked while the other three are.
by kirazy
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:
Image

I think the substation and big pole are fine, medium seems a bit much. Would like feedback from people with opinions. :)
by kirazy
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.
by kirazy
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...
by kirazy
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. :D

ImageImageImageImage
by kirazy
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:/...
by kirazy
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 = ...
by kirazy
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 ...
by kirazy
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 ...
by kirazy
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...
by kirazy
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...
by kirazy
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.
by kirazy
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. :)
by kirazy
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 ...
by kirazy
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...
by kirazy
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...
by kirazy
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.
by kirazy
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...

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