Search found 79 matches

by Coppermine
Tue May 30, 2017 9:39 am
Forum: Implemented mod requests
Topic: Add a way to register a mod gui as a normal game window
Replies: 9
Views: 4261

Re: Add a way to register a mod gui as a normal game window

quenenni: There's a thread here about the focusing feature:

viewtopic.php?f=28&t=38511

No response from the devs on that one.
by Coppermine
Tue May 30, 2017 9:33 am
Forum: Implemented mod requests
Topic: Function for focusing a GUI element
Replies: 16
Views: 7186

Re: Function for focusing a GUI element

+1. This would be good for What Is It Used For, which also provides a search box.
by Coppermine
Mon May 29, 2017 9:24 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 51920

Re: [0.14] What is it used for?

Thanks for this mod it is really a huge improvement. Could you also have the recipe pane show the buildings that the recipe can be constructed in? Thanks! Indeed, that was a feature I was already thinking of. I believe I've implemented it in the new 1.2.3 I've just uploaded. Let me know if you run ...
by Coppermine
Fri May 26, 2017 9:18 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53561

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

Hi. I have a bug with rocket silo. Cant build any rocket because game want me to choose recipe inside rocket silo structure, but where is no any available recipes. h ttps://snag.gy/XBFt6M.jpg When CMHmod is turned off rocket silo works fine line in wanilla This happens because now Bob revamp and CM...
by Coppermine
Fri May 26, 2017 7:08 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 51920

Re: [0.14] What is it used for?

OK, I think it's fixed. I've uploaded version 1.2.2 to the portal. Fixed another unrelated crashing bug also.

Creat: Thanks for providing your save game; I don't think I could have tracked down the issue without it.
by Coppermine
Fri May 26, 2017 5:25 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 51920

Re: [0.14] What is it used for?

Creat wrote:I do have a bug to report though: Some recipes are just missing in some contexts but work fine in others.
Thanks for the report. On a quick test I don't observe the same issue. I'll try with your save when I get the chance.
by Coppermine
Sat May 20, 2017 12:42 pm
Forum: Mods
Topic: [0.14] What is it used for?
Replies: 137
Views: 51920

Re: [0.14] What is it used for?

For those waiting for a 0.15 version of this, I've just released "What is it really used for?", a fork of this mod. See https://mods.factorio.com/mods/Coppermine/what-is-it-really-used-for . It works in 0.15. It also adds the oft-requested feature of navigating around items by clicking on ...
by Coppermine
Sat May 20, 2017 10:23 am
Forum: Implemented mod requests
Topic: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale
Replies: 42
Views: 15268

Re: LuaPlayer.translate( LocalisedString ), LuaPlayer.locale

Another example of a mod stymied by not being able to get actual translations for text - the search feature in "What does it do?" mod can only search on locale keys, not the translated names of items etc. https://forums.factorio.com/viewtopic.php?p=210544#p210544 I've been working on some...
by Coppermine
Mon May 15, 2017 6:17 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53561

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

I posted in the Angel's bugs thread about your loading problem. (Just in case anyone else comes here with the same problem: I think you just need to add boblogistics). The reason my tests didn't give the same results as your new version is that you moved recipe-updates.lua to data-updates.lua as wel...
by Coppermine
Mon May 15, 2017 5:55 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3888
Views: 1241852

Re: Bugs & FAQ

Trying to make my mod compatible with yours, but it seems like I can't load only petrochem (and dependencies) and bob's. steel-pipe is from boblogistics, which wasn't in your list, so it makes sense that you got that error. angelspetrochem is checking for bobplates but not boblogistics before using...
by Coppermine
Sat May 13, 2017 1:07 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53561

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

bobingabout wrote:
Coppermine wrote:Should be

Code: Select all

if data.raw.fluid["liquid-nitric-acid"] then
I don't know if Angel changes it, but in bob's mods it is data.raw.fluid["nitric-acid"]
Yes, Angel changes it. He adds 'liquid-' or 'gas-' prefix to all fluids.
by Coppermine
Sat May 13, 2017 10:41 am
Forum: Mods
Topic: [0.16] Space Extension Mod (SpaceX)
Replies: 109
Views: 92820

Re: [0.15] Space Extension Mod (SpaceX)

I just took a look at the new research for 0.15 SpaceX. It looks good :D. I like the fact that it's using different combinations of science packs for different techs. I have a few thoughts: Looks like only Astrometrics uses space science. I think more of the techs should. At least the last FTL one s...
by Coppermine
Sat May 13, 2017 9:35 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53561

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

I'll post it up now as v 15.1 for everyone's convenience. Let me know if this fixes it. (I'm using CMHMod Bob's End Game 0.15.0 right now, which is what these comments are based on) You're close, but there are a few things that need to be tweaked. In info.json you need an optional dependency on ang...
by Coppermine
Sat May 13, 2017 8:51 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3888
Views: 1241852

Re: Bugs & FAQ

What is it used for should just not display hidden recipes and make an exception for the rocket recipe, instead of having it the other way around. It's debatable, but I think it's better to err on the side of including as much information as possible in a mod like that. Though maybe the hidden reci...
by Coppermine
Fri May 12, 2017 9:09 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3888
Views: 1241852

Re: Bugs & FAQ

I was just looking at the implementation of What Is It Used For because the author hasn't yet released a 0.15 version, and I have finally got to the bottom of an issue that has been bugging me about it for some time. With petrochem installed there is a mystery recipe listed on every fluids' lists of...
by Coppermine
Fri May 12, 2017 8:56 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53561

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

@coppermine I tried to try to fix it (its a mouthful I know) but I can't get angel's mods and bob's mods to work together. Seems like some issue with the steel/titanium/etc pipes. I have installed the dependencies (the minimal dependencies) and have everything updated. Tell me if you have this same...
by Coppermine
Wed May 10, 2017 6:43 pm
Forum: Ideas and Suggestions
Topic: [0.15.1] Improvements to the mod options
Replies: 15
Views: 3299

Re: [0.15.1] Improvements to the mod options

+1 for using the mods' display names. Those are the names users are used to seeing e.g. on the mod portal. It's a bit odd to see the id instead. I don't think non-unique display names is a serious concern; if it was there would already be issues with name clashes on the mod portal.
by Coppermine
Tue May 09, 2017 9:19 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53561

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

CMH: while you're working on your mod it would be great if you could ensure compatibility with Angel's mods. Currently (at least as of the 0.14 versions) CMHModBobEndGame and Angel's Petrochem both tweaked the rocket fuel recipe. The combination of both changes led to four fluid ingredients, which i...
by Coppermine
Sat May 06, 2017 11:31 am
Forum: Ideas and Suggestions
Topic: Train wagons carrying one item button
Replies: 74
Views: 20153

Re: Paste filter into multiple cells

Just wanted to point out that now (as of 0.15) you can paste-drag across entities it's unintuitive and inconsistent that you cannot also paste-drag across cells in trains etc. I think that ought to raise the priority of this feature by a notch. Would make setting up trains so much more pleasant.

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