Search found 17 matches
- Wed Jul 14, 2021 10:33 pm
- Forum: Outdated/Not implemented
- Topic: Click & Drag build should follow ghosts
- Replies: 3
- Views: 2088
Click & Drag build should follow ghosts
TL;DR When a ghost blueprint is placed, clicking and dragging with an item should only place it where a matching ghost exists What ? Say in early game I copy and paste a section of smelting where two stone furnaces have a power pole in between them, and all the relevant inserters and belts. Now if ...
- Sat Mar 07, 2020 4:13 pm
- Forum: Logistic Train Network
- Topic: Seeking assistance with depot parking management
- Replies: 2
- Views: 1807
Re: Seeking assistance with depot parking management
The train knows its intended depot is now occupied and will repath to a different depot on its own. Just provide an exit path from the chain signal that allows a train to repath to a new depot if the one it was headed for gets occupied before it arrives.
- Sat Mar 18, 2017 8:52 pm
- Forum: Pending
- Topic: Purple Science bug after upgrading Assemblers
- Replies: 1
- Views: 1350
Purple Science bug after upgrading Assemblers
I didn't catch video and fixed the problem before I thought about reporting it, but here's what happened that I think is a bug. I had a requester chest requesting alien goo. 2 blue inserters feeding out of into into lvl 2 inserters (blue) making purple science. They were correctly outputting at that...
- Thu Aug 25, 2016 10:08 pm
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 54421
Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.2 ammo & pause
I see your point, the only issue I have is that I'm set in my ways of having certain items locked on the toolbar for the early game, and locking things that I wouldn't normally, like gears, circuits, and mining drills throws off my groove a little. Not a big deal, though.
- Thu Aug 25, 2016 8:26 pm
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 54421
Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.2 ammo & pause
I really like having this mod and appreciate your hard work. Do you think that a GUI may be in this mod's future? I feel like it would be an investment that would solve some of the currently mentioned issues, while meeting all of the requests. I'm imagining something really similar to the upgrade pl...
- Sun Jul 17, 2016 3:07 pm
- Forum: Gameplay Help
- Topic: power automation
- Replies: 2
- Views: 1993
Re: power automation
What you need is the S-R latch section of this thread:
viewtopic.php?t=14556
This will allow you to have the power switch on at a minimum level and turn back off at a maximum level
viewtopic.php?t=14556
This will allow you to have the power switch on at a minimum level and turn back off at a maximum level
- Sun Jul 17, 2016 2:37 pm
- Forum: Mods
- Topic: [MOD 0.15.X] Belt Overflow
- Replies: 32
- Views: 25239
Re: [MOD 0.13.X] Belt Overflow
I was very interested in this mod, unfortunately it doesn't do quite what I imagined, however this is a really cool idea. What I'm wondering is, would it be possible to have a mod where items go off the end of a belt and just vanish? What I'm thinking is that it'd make the circuit network critically...
- Mon Jul 11, 2016 10:33 pm
- Forum: Mods
- Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
- Replies: 20
- Views: 35105
Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
binbinhfr wrote:As the original author does not seem to be around anymore, here is my unofficial version, adapted to 0.13 .
I also added a feature so that you can now switch always_day mode on/off, with other mods like timetools
Thanks very much!
- Mon Jul 11, 2016 10:32 pm
- Forum: Mods
- Topic: [MOD 0.12.x] PasteFix v0.0.2
- Replies: 2
- Views: 2868
Re: [MOD 0.12.x] PasteFix v0.0.2
Hi there! I just got my .13 build to the point of logistics factory and realized that I REALLY miss your mod! Any chance of an update to .13? Thanks.
- Fri Jul 08, 2016 9:26 pm
- Forum: Mods
- Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
- Replies: 20
- Views: 35105
Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Hey there, I heard of your mod mentioned in a let's play and would love to install it, but I can't get it to work in .13 since I don't know what I'm doing. I changed the info file but when it load it gets mad about references to "game" a nil value or something. No clue. Would be really coo...
- Mon Apr 25, 2016 8:36 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 418122
Re: Combinators 101
Thanks, I hadn't thought of using them like that!Serenity wrote:You don't need combinators for that. Just splitters:
viewtopic.php?f=18&t=5280#p40680
- Sat Apr 23, 2016 7:36 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 418122
Re: Combinators 101
I'm trying to figure out a way to use this to make a splitter that uses a different ratio than 1:1 For example, for every 7 plates that come down a belt, I want 6 to move onto one belt, and the 7th to go onto a second belt. I'm very new to this but did manage to make a setup in which I could fill ch...
- Thu Apr 07, 2016 8:25 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 214802
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Thanks for that, I'll put that in and see if I get comfortable using it, though I think my habit of pressing 'esc' is just hardcoded into my mind from other games.
Getting the ability to script in keybinds will be fantastic for the modding community!
Getting the ability to script in keybinds will be fantastic for the modding community!
- Wed Apr 06, 2016 11:05 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 214802
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
First off, really fantastic mod, love it.
Just a quick question, would it be overly difficult to make the escape key close the window? I keep opening the game menu by accident. Is there a line of code I can just splice in for that?
Thanks for your time in making this manager
Just a quick question, would it be overly difficult to make the escape key close the window? I keep opening the game menu by accident. Is there a line of code I can just splice in for that?
Thanks for your time in making this manager
- Sun Apr 03, 2016 3:06 am
- Forum: Mods
- Topic: [mod 0.12.30] {BB} - Belt Brush
- Replies: 34
- Views: 20543
Re: [mod 0.12.29] {BB} - Belt Brush
Sorry if this has already been expressed. I also get the error (glob nil value whatever) causing game crash. For me, both times it was when I placed a belt at the output arrow of a chemical plant. Disabled the mod for now, but will watch this thread.
- Sun Apr 03, 2016 3:04 am
- Forum: Mods
- Topic: [MOD 0.12.x] Near Inserters v1.0.0
- Replies: 14
- Views: 17026
Re: [MOD 0.12.x] Near Inserters v1.0.0
That seems to be the issue. I was on game version 12.3 at the time. At 12.29 now with no issues. Thanks.
- Sat Apr 02, 2016 6:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Near Inserters v1.0.0
- Replies: 14
- Views: 17026
Re: [MOD 0.12.x] Near Inserters v1.0.0
Hello, thanks very much for your cool mods. I'm getting this error: Untitled.png Removing the entry from the info file solves the error and allows both mods to load, but then the inserters don't get moved to their own tab, which I would like them to. Any ideas why this is happening? Thanks again. ET...