Search found 98 matches
- Tue Jul 05, 2016 4:58 pm
- Forum: Not a bug
- Topic: [0.13.4] item size change not reflected in LuaTransportLine?
- Replies: 5
- Views: 1406
Re: [0.13.4] item size change not reflected in LuaTransportLine?
This actually is a bug stemming from 0.13.3 changes: Increased the distance between items on the belt from 0.28 to 0.28125. This way the the circuit network pulse for items will be every 9/4.5/3 ticks for normal/fast/express compressed belts. ( 27686 ) I fixed the problem by changing insert_at_back(...
- Tue Jul 05, 2016 4:23 pm
- Forum: Not a bug
- Topic: [0.13.4] item size change not reflected in LuaTransportLine?
- Replies: 5
- Views: 1406
Re: [0.13.4] item size change not reflected in LuaTransportLine?
sorry about the shortened initial bug report, there was supposed to be more there. (remind me not to bug report when sleepy...) the changes appear to alter how frequently items can be placed on belts: expected behavior, seen in 0.13.0: 13.0.jpg behavior in 0.13.4: 13.0.jpg save file used: compoundsp...
- Tue Jul 05, 2016 6:06 am
- Forum: Not a bug
- Topic: [0.13.4] item size change not reflected in LuaTransportLine?
- Replies: 5
- Views: 1406
[0.13.4] item size change not reflected in LuaTransportLine?
item size changes to seem to of broken LuaTransportLine::insert_at_back(items)
- Sat Jul 02, 2016 3:14 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.1] Items not equidistant
- Replies: 7
- Views: 5501
Re: [0.13.1] Items not equidistant
Express belts were nerfed from 40.2 items/s to 40 items/s! OMGWTFBBQ! :? :shock: :evil: :o :( http://forums.civfanatics.com/images/smilies/pissed.gif man- i'm so happy i've rounded down to 40 for about 9 months now... in most cases the spare capacity from partially used assemblers filled that last ...
- Tue Jun 28, 2016 2:58 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0][Twin]circuit network id changes on inserter replace
- Replies: 1
- Views: 1622
[0.13.0][Twin]circuit network id changes on inserter replace
I've been replacing filter inserters with fast inserters since I only need the circuit and logistic conditionals in a lot of cases. On a direct replace, the circuit network of the replaced inserter gets destroyed, a new one with a new number gets put in it's place. all the inserters turn on for 1 ti...
- Mon Jun 27, 2016 9:36 pm
- Forum: Mods
- Topic: [Mod 0.13.0+] Compound Splitters 0.2.1
- Replies: 16
- Views: 16404
Re: [Mod 0.13.0+] Compound Splitters 0.2.1
Version 0.2.2 is now availiable on the mod portal (under an older username I've had)
- Wed Jun 01, 2016 3:25 pm
- Forum: Modding interface requests
- Topic: Mod accessible Render Layers
- Replies: 6
- Views: 2251
Re: Mod accessible Render Layers
Generally, without a new class full of functions, this would be really hard. Just use the built in one for decorative objects it's as simple as adding this: render_layer = "decorative", to the prototype definition. for other objects, when you try and add it. it either silently fails or th...
- Sun May 22, 2016 6:00 pm
- Forum: Modding interface requests
- Topic: Mod accessible Render Layers
- Replies: 6
- Views: 2251
Mod accessible Render Layers
I have a mod in progress thats stuck as WIP because I cannot assign custom render layers to the prototypes in the mod. As stands the mod looks something like this: https://gfycat.com/NeighboringEvergreenConey The tank in the gif is actually 2 vehicles to allow two players to control different aspect...
- Mon May 16, 2016 1:34 am
- Forum: Mods
- Topic: [Mod 0.13.0+] Compound Splitters 0.2.1
- Replies: 16
- Views: 16404
Re: [Mod 0.12.30] Compound Splitters
Updated the Mod to 0.1.4:
-0.1.4
- FIX: fixed unhandled exception when endcap was placed on splitter with no totems. splitters with 0 totems behave like a count-perfect balancer
- Official recipes made. a 16 lane CS should be about as expensive as a 16-lane belt-based splitter
-0.1.4
- FIX: fixed unhandled exception when endcap was placed on splitter with no totems. splitters with 0 totems behave like a count-perfect balancer
- Official recipes made. a 16 lane CS should be about as expensive as a 16-lane belt-based splitter
- Sun May 15, 2016 10:59 pm
- Forum: Modding interface requests
- Topic: Additions to LuaTransportLine
- Replies: 0
- Views: 549
Additions to LuaTransportLine
Would it be possible to add the following API functions to the LuaTransportLine class? - can_remove_from_front() -> boolean - can an item be removed from the front of the transportline - remove_from_front() -> SimpleItemStack - removes an item from the front of the transportline, returns the item re...
- Tue May 03, 2016 1:06 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44662
Re: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
Just a request for a new method of using this. I haven't installed this because it works for all rockets within double radar range, according to the main post. I would like a smart structure that must be placed directly next to each launchpad, that can be connected to the smart network (red and gre...
- Thu Apr 28, 2016 5:55 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44662
Re: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
... FYI for anybody interested (and a possible bug), If you want to demolish a rocket silo, you need to first demolish *all* of the mod's radars in range of it or your game will crash. I'm unable to reproduce this bug in 0.1.4- although I found another bug in the process. if possible can you screen...
- Fri Apr 22, 2016 8:07 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44662
Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching
Another unofficial update: 0.1.3 - added support for orbital ion cannon 1.0.9+ This doesn't work if you don't have orbital ion cannon installed - use 0.1.2 if you don't use that mod! error on line 206 of control.lua i'm guessing? unofficial update: 0.1.4 - launch control allows any object placable ...
- Tue Apr 19, 2016 10:39 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44662
Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching
Another unofficial update: 0.1.3 - added support for orbital ion cannon 1.0.9+ This doesn't work if you don't have orbital ion cannon installed - use 0.1.2 if you don't use that mod! error on line 206 of control.lua i'm guessing? unofficial update: 0.1.4 - launch control allows any object placable ...
- Sun Apr 17, 2016 4:19 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44662
Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching
Another unofficial update:
0.1.3 - added support for orbital ion cannon 1.0.9+
0.1.3 - added support for orbital ion cannon 1.0.9+
- Wed Mar 23, 2016 9:15 pm
- Forum: Mods
- Topic: [Mod 0.13.0+] Compound Splitters 0.2.1
- Replies: 16
- Views: 16404
Re: [Mod 0.12.24] Compound Splitters
I'm using this mod, and it works great! some suggestions: Recipes. Maybe use a splitter in each compound splitter piece recipe. In/out belt speeds. Can you make three speeds to the input/output belts? It's really annoying to see express belt speeds with yellow belts, leading to not entirely expecte...
- Mon Mar 14, 2016 2:59 pm
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 64545
Re: [MOD 0.12.26] Logistics Railway 1.0.0
Any time a Cargo Wagon becomes a Logistics Wagon, its inventory is dumped into a separate invisible entity, and it is in fact that entity that interacts with the logistics network. When its inventory has been given to the other entity, the wagon's regular inventory is emptied, and any changes to it...
- Tue Mar 08, 2016 10:10 pm
- Forum: Not a bug
- Topic: [12.24]Smoke rendering but invisible
- Replies: 6
- Views: 2504
Re: [12.24]Smoke rendering but invisible
yea- there's a special item in the testing-resources mod to make sure there's a full demand on the steam-engines. the no-smoke mod was a personal test mod to see the performance changes.
- Mon Mar 07, 2016 8:54 pm
- Forum: Not a bug
- Topic: [12.24]Smoke rendering but invisible
- Replies: 6
- Views: 2504
Re: [12.24]Smoke rendering but invisible
Save file attached:
- Mon Mar 07, 2016 3:20 pm
- Forum: Not a bug
- Topic: [12.24]Smoke rendering but invisible
- Replies: 6
- Views: 2504
Re: [12.24]Smoke rendering but invisible
This was testing a 633 MW power plant for colonelwill.
1700 boilers, 1300 steam engines, and 1700 burner inserters (which didn't add much in the way of smoke particles)
the system is a i5-4670k at 3.6GHZ with 16GB of 1600mhz ddr3 and a gtx970.
1700 boilers, 1300 steam engines, and 1700 burner inserters (which didn't add much in the way of smoke particles)
the system is a i5-4670k at 3.6GHZ with 16GB of 1600mhz ddr3 and a gtx970.