Search found 10 matches

by ArgTang
Wed Jun 07, 2017 1:10 pm
Forum: Gameplay Help
Topic: Train Loading and inserter on circuits
Replies: 4
Views: 3392

Re: Train Loading and inserter on circuits

Thanks DaveMcW!

That works! its an unituitive gamemechanic, so i hope they can make it better.
by ArgTang
Wed Jun 07, 2017 12:19 pm
Forum: Gameplay Help
Topic: Train Loading and inserter on circuits
Replies: 4
Views: 3392

Re: Train Loading and inserter on circuits

Yes i have used that to toggle the power poles, as i tried explaining. I dont power the inserters until a train gets to the station
by ArgTang
Wed Jun 07, 2017 11:46 am
Forum: Gameplay Help
Topic: Train Loading and inserter on circuits
Replies: 4
Views: 3392

Train Loading and inserter on circuits

Hi i dont understand this. I read it was fixed, so it must be my understanding that is lacking.

I want to make a builder train that load lots of different items onto a train based on the read content. To restrict each of the slots in a cargo wagon is tedious, so i hoped i could do it with some ...
by ArgTang
Tue May 16, 2017 1:52 pm
Forum: Pending
Topic: [15.0.10] minimap resizes on hover
Replies: 3
Views: 1663

Re: [15.0.10] minimap resizes on hover

I havent done anything special, is there any log i can provide to help?
by ArgTang
Thu May 11, 2017 7:19 pm
Forum: Pending
Topic: [15.0.10] minimap resizes on hover
Replies: 3
Views: 1663

[15.0.10] minimap resizes on hover

If you have an item in your hand and hover over a building, minimap changes size.
Also when i played the recording, notice the first module changes color
mapresize2.gif
mapresize2.gif (1.99 MiB) Viewed 1663 times
by ArgTang
Fri Aug 07, 2015 10:06 pm
Forum: Mods
Topic: [MOD 0.12.0] Expensive Research
Replies: 3
Views: 12390

Re: [0.12] Expensive Research

I havent tried with any mods, but it should apply to all techs, unless mods tech gets registerered elsewhere.
sure, this is what i do:
1. check how many types of ingredients required -> this is the tier
2. sets the adjust factor to: 1.1 + (tier/10)*1.7
3. tier 2 gets a flat 15% pentaly on top of ...
by ArgTang
Thu Aug 06, 2015 4:43 pm
Forum: Mods
Topic: [MOD 0.12.0] Expensive Research
Replies: 3
Views: 12390

[MOD 0.12.0] Expensive Research

Name: Expensive Research
released: 06.08.15
last update: 08.08.15
Tested in: 0.12.x
contact: pm me, or post in this thread.
Author: ArgTang

This mod makes all research more expensive and take longer time.
I build my factory slower than i can research stuff, so i made this to try to balance this ...
by ArgTang
Thu Aug 06, 2015 3:02 pm
Forum: Ideas and Suggestions
Topic: be able to open items to the network in requester chest
Replies: 1
Views: 1153

be able to open items to the network in requester chest

Hi, I have a suggestion!

I would like to be able to set: store items of this type in this chest, if you contain more than x robots can pick up excess from this chest.
If you have a requester chest set for store all belts here, and then the beltfactoy ->smartinserter into a passive provider. the ...
by ArgTang
Tue Jul 28, 2015 12:01 pm
Forum: Modding help
Topic: Iterate over and change techs?
Replies: 3
Views: 2481

Re: Iterate over and change techs?

thanks!

in data-updates.lua i now have:

for i, tech in pairs(data.raw["technology"]) do

local level = 1 + (#tech.unit.ingredients/10)*2;
tech.unit.count = tech.unit.count * level
tech.unit.time = tech.unit.time * level
end


reset_recipes wont work in this file, but should probably be in ...
by ArgTang
Tue Jul 28, 2015 10:57 am
Forum: Modding help
Topic: Iterate over and change techs?
Replies: 3
Views: 2481

Iterate over and change techs?

Is there a way to iterate over techs and change them?
or do i have to copy techfile and change that file via some script? something like this: https://gist.github.com/pfmoore/aa101ee1daeebf202e87

I have tried some diffrent things ex:

for n,t in pairs(game.players) do
for v, techs in pairs(t ...

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