Search found 122 matches

by Mernom
Wed Jun 10, 2020 11:46 am
Forum: Mod portal Discussion
Topic: (mod portal bug) collaberator notifications not getting 'marked as seen'
Replies: 0
Views: 834

(mod portal bug) collaberator notifications not getting 'marked as seen'

I have been invited to be a collaberator for the Space Exploration mod's graphic and HR graphics mods, as Earandel was having difficulties uploading large files. This has happened a while back, and I have gotten the collaberator notifications back then as usual. Today, when I logged on to look at my...
by Mernom
Sat Mar 21, 2020 10:58 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387265

Re: Development and Discussion

It should be possible to modify the barrel icon...
But I see where you're coming from.
by Mernom
Sat Mar 21, 2020 10:18 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387265

Re: Development and Discussion

It seems like angel petrochem is causing issues with SE, as well as any mod that tries to copy the original crude oil icon. The probem is this code: data.raw.fluid["crude-oil"].icon = nil data.raw.fluid["crude-oil"].icon_size = nil data.raw.fluid["crude-oil"].icons = an...
by Mernom
Wed Mar 18, 2020 3:12 pm
Forum: Not a bug
Topic: [0.18.12] Biter pushed into water
Replies: 5
Views: 1504

Re: [0.18.12] Biter pushed into water

Oh, whops, you're right. Should've checked before posting... Learned for next time.
by Mernom
Wed Mar 18, 2020 3:07 pm
Forum: Not a bug
Topic: [0.18.12] Biter pushed into water
Replies: 5
Views: 1504

Re: [0.18.12] Biter pushed into water

That's a bit of a problem, since it's with the Space Exploration closed beta... I'll ask Earandel.
by Mernom
Wed Mar 18, 2020 1:30 pm
Forum: Not a bug
Topic: [0.18.12] Biter pushed into water
Replies: 5
Views: 1504

[0.18.12] Biter pushed into water

Atttached gif shows the event, with debug view on, so all mods should be visible there.
Factorio version: 0.18.12.
Aquotic-biter - Copy.gif
Aquotic-biter - Copy.gif (6.16 MiB) Viewed 1504 times
by Mernom
Wed Feb 19, 2020 6:05 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 19998

Re: Version 0.18.7

Personally, I stopped using creative mode for testing. Editor mode is way better in most cases. And it can be enabled easily.
by Mernom
Tue Feb 18, 2020 6:41 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 19998

Re: Version 0.18.7

Am I the only one who wants the 0.16 attack alert sound back?

On a more serious note, perhaps ad a toggle to various sounds to change them? Based on player preferance.
by Mernom
Wed Jan 29, 2020 8:13 pm
Forum: Modding discussion
Topic: Question about rules regarding using assets from other games in mods
Replies: 6
Views: 1945

Re: Question about rules regarding using assets from other games in mods

hmm. How about a mod that can make use of such assets, if the user owns them and packages them, but doesn't actually redistribute them?
by Mernom
Wed Jan 29, 2020 2:52 pm
Forum: Modding discussion
Topic: Help with ammo prototypes
Replies: 0
Views: 699

Help with ammo prototypes

I'm having a lot of trouble wrangling that prototype. It's structure is VERY weird... what's with multiple sets of double brackets. trying to run the following function: function mod_ammo_properties(ammo_name, speed, rn_div, dir_div) --data validation local ammo if data.raw.ammo[ammo_name].ammo_type...
by Mernom
Wed Jan 29, 2020 2:47 pm
Forum: Modding discussion
Topic: Question about rules regarding using assets from other games in mods
Replies: 6
Views: 1945

Question about rules regarding using assets from other games in mods

Is it allowed? I bought a copy of Incoming Forces+Incoming, and all of their sound assets are in plain wav format (ogg for the music).
by Mernom
Mon Jan 27, 2020 12:32 pm
Forum: Modding help
Topic: Weird issue...(0.17.79)
Replies: 5
Views: 1240

Re: Weird issue...(0.17.79)

I figured out the issue... It was two fold. One, I was looking inside of data.raw.ammo.name.name.
second, ammo prototypes are weirdly structured, with two layers of nameless tables which contain the other properties.
by Mernom
Sun Jan 26, 2020 11:27 am
Forum: Modding help
Topic: Weird issue...(0.17.79)
Replies: 5
Views: 1240

Re: Weird issue... (0.17.79)

Funny thing is, if I went all in on the design, it wouldn't happened since I plan to move the sniper ammo to a different category, and add a different filter to only do the function of "bullet" type ammo. Edit: How do I manage to do that exactly? Tried ammo.name.ammo_type.caregory:find , b...
by Mernom
Sat Jan 25, 2020 10:12 pm
Forum: Modding help
Topic: Weird issue...(0.17.79)
Replies: 5
Views: 1240

Re: Weird issue... (0.17.79)

Ahh! That's true.Thank you for the tip.
by Mernom
Sat Jan 25, 2020 3:59 pm
Forum: Modding help
Topic: Weird issue...(0.17.79)
Replies: 5
Views: 1240

Weird issue...(0.17.79)

I'm trying to make a mod that makes longer ranged ammo, to be used with KS combat (since with that, the ammo max range limits the weapon's range, preventing sniper rifles from being usable) Somehow I managed to get my PC to freeze on load, when my mod's load reaches 9%. here is the current file. loo...
by Mernom
Fri Sep 06, 2019 11:06 pm
Forum: News
Topic: Friday Facts #311 - New remnants 3
Replies: 52
Views: 27368

Re: Friday Facts #311 - New remnants 3

I'm afraid you are losing grip on the amount of mods there are. Thousands of small scripts, unbalanced tweaks and unknown gems. This mod will likely soon be buried beneath everything. I think you need some sort of way to sort this thing before it's too late. Minetest (opensource Minecraft with Lua ...
by Mernom
Sun Aug 18, 2019 4:31 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358287

Re: [MOD 0.17+] Industrial Revolution (WIP)

In other words, it's probably about half as annoying as adding angelbob's to a vanilla game.

To another question, is the science pack progression tied to the metallurgy tier progression?
by Mernom
Sat Aug 17, 2019 6:51 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358287

Re: [MOD 0.17+] Industrial Revolution (WIP)

No AngelBob compatibility :,( I'm pretty confident you would find Industrial Revolution + Krastorio + Space Exploration provided a sufficiently long game to satisfy... I'd rather patch in Bobs comp when this mod is done and it makes sense. Not abandoning my current save. Pretty sure it's NOT meant ...
by Mernom
Wed Aug 14, 2019 2:11 pm
Forum: Reika's Mods
Topic: Oreverhaul - Much more control over oregen and related progression
Replies: 6
Views: 4787

Re: Oreverhaul - Much more control over oregen and related progression

Two questions: first, does this mod support multiple surfaces?
Second, does this mod allows to modify the resource multiplier of the origin point? To potentially have it already be treated as a fairly distant area.
by Mernom
Thu Aug 08, 2019 3:12 am
Forum: Releases
Topic: Version 0.17.63
Replies: 21
Views: 16870

Re: Version 0.17.63

Unless I miscalculated, the pre release announcement was less than 12 hours before the actual release? That's not much time for modders to fix stuff even without timezones being considered.

On top of that, it should still have been listed in the change notes. Since it IS a change.

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