Search found 14 matches
- Sat Dec 10, 2016 4:14 am
- Forum: Mods
- Topic: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
- Replies: 73
- Views: 52083
Re: [MOD 0.14] Filtered Deconstruction Planner 0.4.10
Is there a way to use this to remove flooring instead of prioritizing what is above it? If not, can anyone point me to another mod?
- Fri Dec 09, 2016 10:23 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24959
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.3
The fact that turrets only hold half of the ammo you think they should is an unfortunate limitation, and is actually a bugfix. In older versions, turrets would keep all of the ammo they were requesting in their own inventory... and just as much in their invisible requester inventory, causing each t...
- Fri Dec 09, 2016 6:55 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24959
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.3
I can't get robots to drop more than 5 magazines in a turret and how do you even copy settings to paste them in the first place? How are people supposed to just figure out how this mod works?
- Fri Dec 09, 2016 6:40 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24959
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.3
How tf do you even use this mod?
I've copied the vanilla turret example into the "table" area in the config file yet dropping a turret within a roboport's logistics network area does not automatically fill it as I understand a "default request" should do.
I've copied the vanilla turret example into the "table" area in the config file yet dropping a turret within a roboport's logistics network area does not automatically fill it as I understand a "default request" should do.
- Fri Dec 09, 2016 6:06 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 24959
Re: [MOD 0.14.x] Macromanaged Turrets v1.1.3
So this mod not only doesn't work out of the box, you have to individually add each turret to the config files in order for them to work? Even if the turret is the vanilla one? Why doesn't this mod have the vanilla turret already in the config files? It's pasted as a comment but why not just have it...
- Thu Dec 08, 2016 3:41 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 241039
Re: [MOD 0.12.x] Autofill
remote.call("af", "insertset", "", "car", {{"coal","raw-wood"}, "basic-bullet-magazine"}) What does any of that even mean? Where would I specify the specific amount of items I want to be loaded into the entity? Can I make a few d...
- Wed Nov 16, 2016 4:18 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 129114
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.1|0.2.6
How do I import blueprints from one save to another? Where to blueprint files get exported to?
- Wed Nov 16, 2016 4:17 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Foreman - Blueprint Manager
- Replies: 71
- Views: 93902
Re: [Mod 0.11.x] Foreman - Blueprint Manager
Hey Guys, i think i'm too stupid for this... Can anybody give me a short step-by-step introduction for what i have to do to get blueprints from one Savegame to an new one? I have imported some Blueprints and then i exported all. It generates "export13_0.lua" in ...\script-output\blueprint...
- Sun Nov 06, 2016 7:27 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 241039
Re: [MOD 0.12.x] Autofill
Wtf is the difference between
and/c remote.call("af", "resetMod")
Why is this shit just pasted without any explanation...remote.call("af", "resetMod", ["lite"])
- Sun Nov 06, 2016 7:24 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 241039
Re: [MOD 0.12.x] Autofill
remote.call("af", "insertset", "", "car", {{"coal","raw-wood"}, "basic-bullet-magazine"}) What does any of that even mean? Where would I specify the specific amount of items I want to be loaded into the entity? Can I make a few d...
- Sun Nov 06, 2016 1:03 am
- Forum: Not a bug
- Topic: Priority Splitters/Circuit Network to Belts
- Replies: 5
- Views: 3129
Re: Priority Splitters/Circuit Network to Belts
The problem is, that you did not show that the fact that your setup is not working as you intended is caused by the game mechanics not working as the developers intended. Ah, yes you're right. So as the game stands, there's no way to get a perfect read from only two belts without stuttering which s...
- Sun Nov 06, 2016 12:23 am
- Forum: Not a bug
- Topic: Priority Splitters/Circuit Network to Belts
- Replies: 5
- Views: 3129
Re: Priority Splitters/Circuit Network to Belts
What do you mean by this? See my edit where I recreate the issue without any of the wiring.Klonan wrote: I suspect however, that this probably isn't a bug, and just an oversight in the design of the specific setup he's using
- Sat Nov 05, 2016 5:55 am
- Forum: Not a bug
- Topic: Priority Splitters/Circuit Network to Belts
- Replies: 5
- Views: 3129
Priority Splitters/Circuit Network to Belts
My issue is that priority splitters don't seem to act as they should. For example, even with perfect input, my output lanes are being choked. Sometimes this happens at the same time as another issue, the priority splitters not letting a belt become saturated and instead letting items bleed through o...
- Sat Nov 05, 2016 5:18 am
- Forum: Gameplay Help
- Topic: Priority Splitters - Why Is This Happening?
- Replies: 3
- Views: 2767
Priority Splitters - Why Is This Happening?
My priority splitters are slowing down throughput even though they have a perfect input. None of my input belts are set to pulse, only hold. The parameters on my input belts are "read belts contents - hold" and my output belt is set to "enable/disable anything > 12". I can recrea...