Search found 23 matches

by omagaalpha
Thu Dec 21, 2017 9:57 pm
Forum: Ideas and Requests For Mods
Topic: [Request] ore patches merger
Replies: 2
Views: 1319

Re: [Request] ore patches merger

Thanks help but found another solution to problem though looker into picker mod local entities = event.entities local list = {} local listFirst = {} for _,entity in ipairs(entities) do if entity.type == "resource" then How would from event access resource prototypes?
by omagaalpha
Thu Dec 21, 2017 7:11 pm
Forum: Ideas and Requests For Mods
Topic: [Request] ore patches merger
Replies: 2
Views: 1319

[Request] ore patches merger

Basically I want to be able in game merger multiple infinite ore patches together of same type so that I have higher yield (hopefully non decaying) patches.
by omagaalpha
Sat Nov 25, 2017 1:45 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122658

Re: Mylon's Multiple Mods

I'm getting 244.551 Script @dangOreus/control.lua:265: 0 244.559 Script @dangOreus/control.lua:271: global tables are size 0. 311.462 Error MainLoop.cpp:940: Exception at tick 4216287: Error while running event dangOreus::on_chunk_generated (ID 12) dangOreus/control.lua:123: bad argument #1 to 'ran...
by omagaalpha
Wed Nov 15, 2017 3:48 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122658

Re: Mylon's Multiple Mods

I'm getting 244.551 Script @dangOreus/control.lua:265: 0 244.559 Script @dangOreus/control.lua:271: global tables are size 0. 311.462 Error MainLoop.cpp:940: Exception at tick 4216287: Error while running event dangOreus::on_chunk_generated (ID 12) dangOreus/control.lua:123: bad argument #1 to 'rand...
by omagaalpha
Wed May 03, 2017 9:20 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219218

Re: Bugs & FAQ

for some reason Angel smelting does not like angel refined 176.710 Error ModManager.cpp:782: Error while loading recipe prototype "nodule-crystallization-1" (recipe): Difficulty normal: Recipe must have at least one result product. 144.116 Checksum for core: 3409166051 144.116 Checksum of ...
by omagaalpha
Sat Aug 29, 2015 2:52 pm
Forum: Mods
Topic: [0.12.X] TimeButtons
Replies: 35
Views: 36307

Re: [0.12.X] TimeButtons

From patches note seem to be how gui was made for reason why there save error.
by omagaalpha
Sun Mar 15, 2015 5:14 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 320900

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

Just realise Foreman that thing can't handle amount_min &amount_max , most likely probability too.

Edit: now stop reading MAIN-DyTech-Machine_1.0.2 which MAIN-DyTech-Machine_1.0.1 it could.

Edit 2:Wish log of process interpeting lua files see why some mod(or part mod) work and some don't.
by omagaalpha
Sun Mar 01, 2015 2:20 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 320900

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

Crash happen with mods because some them give multiple recipe for same item when use Automatically complete Workflow. But if all recipe node all chose down to raw forum then the Automatically complete Workflow works. Only problem I notice now is for some reason in silica mod that it's silica wafer d...
by omagaalpha
Sun Mar 01, 2015 1:50 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 320900

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

Unfortunately mods don't seem work for this :( . Which were DyTech, Mohole, silica, slipstream,Treefarm using Windows 8 64-bit os. Some them when try complete work flow crash program or not all recipe or item load in. Does anyone have better luck with mods in this program?
by omagaalpha
Thu Dec 04, 2014 4:39 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 320900

Re: A tool to help you optimise your production lines.

When will this be able work with 11.3 with mods?
by omagaalpha
Tue Nov 18, 2014 6:46 pm
Forum: Mods
Topic: [MOD 0.11.3] Replicators 0.2.1
Replies: 67
Views: 79854

Re: [MOD 0.11.3] Replicators

Can't put Rare earth magnet into Replicator Lab with inserter.
Edit: lab does not like module that use as research material.
(Ps other mods I have dytect,treefarm,robo charge ,advacedEquipment,lantfill,ore expansion, fatcontroller,OA-Modules and timebutton)
by omagaalpha
Tue Nov 18, 2014 2:58 pm
Forum: Mods
Topic: [MOD 0.11.3] Replicators 0.2.1
Replies: 67
Views: 79854

Re: [MOD 0.11.3] Replicators

Well work for me now ,oh well it fix it self.
by omagaalpha
Tue Nov 18, 2014 2:19 pm
Forum: Mods
Topic: [MOD 0.11.3] Replicators 0.2.1
Replies: 67
Views: 79854

Re: [MOD 0.11.3] Replicators

You Link is to 0 size file ,so please redo it.
by omagaalpha
Fri Nov 14, 2014 1:41 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328999

Re: [MOD 0.11.x] Treefarm v1.2.3

In 11.2 BuildingProtypes.lua is where problem located apparently fieldroboport need have add need have base_patch,door_animation_up, and door_animation_down for roboports. need below add in. base_patch = { filename = "__Treefarm-Mod__/graphics/icons/empty.png", priority = "medium"...
by omagaalpha
Fri Jul 11, 2014 12:14 pm
Forum: Modding help
Topic: Make recipe allowed producitivity Module
Replies: 12
Views: 6614

Re: Make recipe allowed producitivity Module

Got around implementing code and it work like charmed. So thank you for the help.
by omagaalpha
Wed Jul 09, 2014 10:22 pm
Forum: Modding help
Topic: Make recipe allowed producitivity Module
Replies: 12
Views: 6614

Re: Make recipe allowed producitivity Module

Maybe don't how wonder possible go through limitation table remove only molten(like molten-copper,molten-iron,molten-carbonated-iron) items from the list?
by omagaalpha
Wed Jul 09, 2014 9:17 pm
Forum: Modding help
Topic: Make recipe allowed producitivity Module
Replies: 12
Views: 6614

Re: Make recipe allowed producitivity Module

Unfortunately did that already and double check nothing it did not work(I apologize for not telling you that I did that part).

How do go about remove few item from limitation list(assume somehow those item is on it)?

Edit: Good news Dytech module(4+) don't obey limitation list heehe.
by omagaalpha
Wed Jul 09, 2014 8:35 pm
Forum: Modding help
Topic: Make recipe allowed producitivity Module
Replies: 12
Views: 6614

Re: Make recipe allowed producitivity Module

Nice know but does not help me since aim get recipe blast furnace(dytech) recipes to accept productivity module. Unfortunately find no hint purposely add some thing too prevent it from happening.
by omagaalpha
Wed Jul 09, 2014 7:20 pm
Forum: Modding help
Topic: Make recipe allowed producitivity Module
Replies: 12
Views: 6614

Make recipe allowed producitivity Module

I want to try change recipe as to allow producitivity Module work but I can not not figure how one goes about it and I can't figure it out from looking at the files .
by omagaalpha
Sat Mar 01, 2014 3:56 pm
Forum: Implemented Suggestions
Topic: scroll bar and limit max gui size
Replies: 0
Views: 3724

scroll bar and limit max gui size

With dytech add recipe that work only in it recycle machine but still show up player crafting gui realize while more user friendly some thing still don't do. 1. Limit gui window so it can't go beyond screen size. 2. With mods add more recipes(& items, and enties) they can easy fill on screen so ...

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