Search found 13 matches

by MaxAstro
Fri Dec 29, 2023 3:38 pm
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 11148

Re: Friday Facts #391 - 2023 recap

I would like to second the request for "mod groups". The biggest pain point in setting up mods for me right now is manually switching between i.e. my Krastorio setup and my Space Exploration setup, which often have different secondary mods also because different mods complement each other ...
by MaxAstro
Sat Sep 09, 2023 3:06 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 129750

Re: Friday Facts #375 - Quality

I've read trough this entire thread and there's plenty of people here that do not like this, so I think you're misrepresentation the situation. It's not that there aren't plenty of people who don't like it, it's that the people here who don't like it are making long posts about the specific aspects...
by MaxAstro
Sat Sep 09, 2023 1:26 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 805
Views: 129750

Re: Friday Facts #375 - Quality

Man, what a difference a community makes. XD I've read through the responses on Steam, and here and in the forums, and it's crazy how night and day it is. Here on the forums it's mostly "This is interesting", "Here's how I think this could be improved", "I'm not excited abou...
by MaxAstro
Sun Feb 23, 2020 3:39 am
Forum: Angels Mods
Topic: Crash When Using Both Infinite Ores And Refining?
Replies: 0
Views: 904

Crash When Using Both Infinite Ores And Refining?

As title says, when I try to load both infinite ores and refining, the mods fail to load. This is on a fresh install with no other mods. Screenshots:
Untitled2.png
Untitled2.png (13.44 KiB) Viewed 904 times
Untitled1.png
Untitled1.png (1.55 MiB) Viewed 904 times
by MaxAstro
Mon Nov 17, 2014 3:36 pm
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211707

Re: [0.11.x] Uranium Power

A high-tech turret might be another good idea. One thing I currently find unsatisfying about laser turrets is that setting up an ammo supply line for gun turrets is fun , and it's a shame you don't have to for laser turrets. So a turret that is stronger than a laser turret, but requires a complex am...
by MaxAstro
Mon Nov 17, 2014 3:33 pm
Forum: Modding help
Topic: Recipes with multiple output?
Replies: 5
Views: 3627

Re: Recipes with multiple output?

I think it is currently only possible with fluid recipes - for example, the vanilla "refine oil" recipe has three different outputs, and the recipe for sulfur outputs both sulfur and water

I think a recipe can only have one solid output, though, as far as I can tell.
by MaxAstro
Mon Nov 17, 2014 6:00 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 211707

Re: [0.11.x] Uranium Power

This seems really cool, I'll have to check it out.

Quick suggestion for depleted uranium - there are graphics and unimplemented code for a railgun weapon. Depleted uranium rounds would be a natural choice for such a weapon. :)
by MaxAstro
Mon Nov 17, 2014 5:48 am
Forum: Modding help
Topic: Made sprites for a missile turret, how do I implement it in
Replies: 2
Views: 1643

Re: Made sprites for a missile turret, how do I implement it

Nice missile turret sprite, BTW. Do you mind if I use it?
by MaxAstro
Sun Nov 16, 2014 6:17 am
Forum: Modding help
Topic: Ammo and Turret Ranges
Replies: 5
Views: 2084

Re: Ammo and Turret Ranges

Actually, I think I've found a solution - it's a bit hackneyed and involved creating what is basically a duplicate turret (and also making the machinegun unable to fire regular bullets), but it does what I need it to do. Thank you everyone for your advice! EDIT: Okay, one more question. Is it possib...
by MaxAstro
Sun Nov 16, 2014 12:46 am
Forum: Modding help
Topic: Ammo and Turret Ranges
Replies: 5
Views: 2084

Re: Ammo and Turret Ranges

I figured the answer would be something like that. Is it possible to make a turret accept only one kind of bullet - i.e. only piercing ammo, or only regular ammo? I assume I could do this by making a new ammo type and separating piercing into it, but that would make the player's weapons unable to us...
by MaxAstro
Sat Nov 15, 2014 11:26 pm
Forum: Modding help
Topic: Ammo and Turret Ranges
Replies: 5
Views: 2084

Ammo and Turret Ranges

Is it possible to alter the range of a turret based on the ammo it is equipped with? I know it's not directly supported, but could it be done via Lua magic? For example, will the range field of the turret entity accept a variable or equation, and is it possible to find out the type of ammo a turret ...
by MaxAstro
Sat Nov 15, 2014 5:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.3] Bug When Swapping Gun Turret Ammo Types
Replies: 1
Views: 2989

[0.11.3] Bug When Swapping Gun Turret Ammo Types

If a gun turret already has normal ammo in it, and you attempt to manually place piercing rounds in it, the game does not swap them like you would expect. Instead it displays the message: "Piercing Rounds Magazine cannot be used as ammo for gun turret." This lead to me thinking, for quite ...
by MaxAstro
Sun Nov 09, 2014 7:56 am
Forum: Mods
Topic: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!
Replies: 66
Views: 64394

Re: [0.10.x] and [0.11.x] Scrap Mod - now with recycling!

I'm getting a multiplayer desync that seems to be related to your mod.

Specifically, whenever an enemy destroys a building (or at least a gun turret, haven't lost anything else yet) it causes a desync.

Other then that this mod is awesome, thanks! :)

Go to advanced search