Search found 91 matches
- 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...
- 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...
- 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...
- Sat Jan 27, 2018 2:11 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399617
Re: Development and Discussion
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. :/Arch666Angel wrote:Hey thanks for the hint, I already have the changelogs in my mod folders, but it never occurred that they implemented this.
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
Some just feel like they don't fit with the game, while others look great. I made an image reference.
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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, ...
- 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.