Search found 91 matches

by Vas
Sun Feb 11, 2018 4:25 pm
Forum: Modding help
Topic: How do you check for a mod being enabled in LUA?
Replies: 6
Views: 3662

How do you check for a mod being enabled in LUA?

I've been trying to check for a mod, rather than an item in a mod, but unsuccessfully so far. Something posted somewhere lead me to believe this would be the right way, but it wasn't. Currently, I get "else" every time. if game.active_mod["timed_technology"] then table.insert(kit...
by Vas
Wed Feb 07, 2018 3:20 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 104825

Re: [MOD 0.16] Bulk Rail Loaders

1) Set the option to "any," and then by honor system don't use rail loaders & unloaders at stations that handle non-ore cargos. 2) Use miniloaders or stack filter inserters and a separate buffer to unload your trains. 3) Use filter inserters or splitters at your mining site to sort or...
by Vas
Tue Feb 06, 2018 11:24 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 104825

Re: [MOD 0.16] Bulk Rail Loaders

The loader locks in the first item it sees of a supported type. If you want to change what item a loader is handling, mine and rebuild it. Note that if the mod options are changed to allow loaders to handle any type of item, the locking behavior is also disabled. From the mod's page, this doesn't s...
by Vas
Sat Jan 27, 2018 2:11 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1399617

Re: Development and Discussion

Arch666Angel wrote:Hey thanks for the hint, I already have the changelogs in my mod folders, but it never occurred that they implemented this.
You just have to do it in a specific way is all, a specific format that is. I tried Tabs because I hate spaces, and it broke. :/
by Vas
Fri Jan 26, 2018 1:34 am
Forum: Ideas and Suggestions
Topic: Changelog.txt Tabs
Replies: 3
Views: 1476

Re: Changelog.txt Tabs

Hmm, I actually use 3 of your mods. I got a LOT of mods though and clicking though almost all of them, it was the only one I saw that had changelog button. I didn't have Squeak Through till recently though so. I like the changelog button, I just wish it didn't require such an exact format. I mean it...
by Vas
Fri Jan 26, 2018 12:54 am
Forum: Ideas and Suggestions
Topic: Changelog.txt Tabs
Replies: 3
Views: 1476

Changelog.txt Tabs

The changelog file that you include with mods to enable the changelog button in game, currently only accepts spaces, but I'd like to use tabs. Spaces are ugly, tabs are nice. Thats pretty much the whole suggestion, no reason for a "too long don't read". Just to clarify for those who don't ...
by Vas
Fri Jan 26, 2018 12:28 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1399617

Re: Development and Discussion

Use "changelog.txt" instead of putting your change log on the mod page. It shows up in game as a clickable button. If you wish to use my mod as an example to see how its done, just wait for me to update one more time, I'm working on adding a new option to my mod right now, testing it out a...
by Vas
Fri Jan 26, 2018 12:23 am
Forum: Ideas and Suggestions
Topic: Add a size column and info slot to mod workshop.
Replies: 0
Views: 639

Add a size column and info slot to mod workshop.

I'd like to see sizes on mods, so I know how big the DL will be before starting it. I use my phone as internet, after all. https://cdn.discordapp.com/attachments/404736222238474250/406241655226892289/unknown.png I noticed you've been working on the mod workshop pages already, seeing options change a...
by Vas
Tue Jan 23, 2018 2:47 am
Forum: Modding interface requests
Topic: New setting field types in settings.lua for improved modding
Replies: 3
Views: 1481

Re: New setting field types in settings.lua for improved modding

"Global Settings" is inaccurate its "Startup", which is why it requires a restart, that would make more sense. Just saying. Adding the hide-this-setting method I gave should suffice for now if they don't want to go for a total re-write and redo all the UI. I was trying to give th...
by Vas
Mon Jan 22, 2018 12:19 am
Forum: Modding interface requests
Topic: New setting field types in settings.lua for improved modding
Replies: 3
Views: 1481

New setting field types in settings.lua for improved modding

Too long don't read: I want to see some new settings types added to the core to allow us to hide options and add new option types. Sliders for example. Longer version: I've been mucking about with settings.lua, and finding some limitations with it that I'd like to overcome. One issue is too many opt...
by Vas
Mon Jul 10, 2017 6:47 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125802

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

Hey StanFear. I had some ideas I wanted to share with you, I believe somewhere in here in the past I shared some ideas before but I'd like to re-evaluate and post some new thoughts. I love this mod, because I love the idea of being able to go down and under. With the fact that the game now allows in...
by Vas
Tue Jul 19, 2016 2:59 am
Forum: Mods
Topic: [MOD 0.13] Cargo Rocket - the ultimate transportation mode
Replies: 45
Views: 26679

Re: [MOD 0.12+] Cargo Rocket - the ultimate transportation mode

I don't particularly like that the chests are tiny. Rockets should carry a lot more than that. Using the Warehouse mod by Anoyomouse, you could use a storehouse of supplies to transport between places, however I also don't wish to rebuild rockets all the time so I had some ideas on that. A custom ro...
by Vas
Mon Jul 18, 2016 2:23 pm
Forum: Mods
Topic: [MOD 0.13.x] Better Icons
Replies: 8
Views: 10505

Re: [MOD 0.13.x] Better Icons

Some of the icons I like, some I don't.

Some just feel like they don't fit with the game, while others look great. I made an image reference.
by Vas
Fri Jun 03, 2016 1:16 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125802

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

Also, why is every single item 2 iron plates? I'm trying to balance out the recipes right now. just because it is a WIP mod and I don't want to have to mine a lot of stuff just to be able to test one functionnality Ah, well now you have my recipe file! :P I'd also like to see a small version of thi...
by Vas
Thu May 19, 2016 6:45 pm
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125802

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

It could be difficult to program a way to make drills/elevators different colors based on levels; perhaps possible, based on this person's skill, but hard. I would enjoy this as it would be a nice touch, though. What? I didn't say anything about drills being different colors based on levels. I said...
by Vas
Wed May 18, 2016 6:23 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125802

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

I've noticed two things today. I accidentally hit my tunnel exit when in the mobile bore destroying it, causing me o permanently be stuck down here forever. The other thing is, if you build a drill in the sub surface, it works and makes a second level of subsurface. A suggestion for fixing these is ...
by Vas
Mon May 16, 2016 3:03 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125802

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

Well, I did include a new recipe file for anyone who wants to make to cost more realistically :P I feel like this is breaking the enemy AI though. I've been stuck at 0.000% evolution for 2 and a half hours so far. Enemies aren't evolving. EDIT: I fixed the issue with the enemy AI by commenting out t...
by Vas
Sun May 15, 2016 11:46 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 125802

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

I much prefer the graphic with the pole in the center of the elevator rather than having two on the sides of the elevator where items can "noclip" into it. What I mean is this; http://s24.postimg.org/8bedeflo5/elevator.png Also, why is every single item 2 iron plates? I'm trying to balance...
by Vas
Thu May 12, 2016 4:22 am
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 57164

Re: [MOD 0.12.x] Finite Water

I had an idea thanks to some people in the IRC, but when you fix this for multiplayer, you can add a replenish rate for water based on its size. For example: 50 water per tile It gains 0.1 per second for a single tile. Use scaling math for it, an exponential curve, so when you have 100 water tiles, ...
by Vas
Sun May 08, 2016 11:24 pm
Forum: Ideas and Suggestions
Topic: Display total map size during download
Replies: 1
Views: 684

Display total map size during download

A really simple suggestion, I even made a preview with the original version on top and the suggestion on bottom.

Image

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