Search found 97 matches

by ichVII
Tue Jun 27, 2017 5:34 pm
Forum: Implemented in 2.0
Topic: make assembly machines wireable
Replies: 17
Views: 8968

make assembly machines wireable

Hello, I would like to be able to set recipes via wire Signals like in the mod "crafting combinator", but it would work way better, if you could actually have the Option to directly wire an assembly machine. I understand, if the devs do not include the "recipe Setting via Signals"...
by ichVII
Mon Jun 26, 2017 8:01 am
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 179
Views: 74317

Re: [MOD 0.15] Crafting Combinator

Hello, I have a Feature request: Is it possible to directly wire an assembly machine like in "dynamic Assemblers"? If yes, i would really like this, becouse my build is to tight to fit in These combinators. If no, then this should propably be a Feature request for the game devs, meaning in...
by ichVII
Wed May 24, 2017 8:40 pm
Forum: Ideas and Suggestions
Topic: map limited in only one direction
Replies: 5
Views: 1528

Re: map limited in only one direction

I understand, if the devs dont want to make th map creation window even more complicated, but if this could be added as a command for costumly generated Scenarios, eg "set_map_limit_north", I would really like that. But it seems unlikely, that the a dev is going to read this soon as the po...
by ichVII
Sun May 14, 2017 12:54 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322695

Re: [MOD 0.15] Orbital Ion Cannon 1.5.0

Is it now possible to use the ion cannon targeter from map view?
It would be a really cool Feature.
by ichVII
Sat May 13, 2017 9:52 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 285168

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.3

To come back to my Problem, i have a solution Suggestion, that may not be "to proon to user error": You could include 4 new Parameters, namely "min-fluid-wagon-Count", "max-fluid-wagon-Count", "min-Cargo-wagon-Count", "max-cargo-wagon-Count". They sh...
by ichVII
Fri May 12, 2017 7:00 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 285168

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.3

If there is no train for a full capacity delivery available LTN will use the next best train. In your case one with a single wagon. I though this behaviour would only appear, if "use best effort" is active, which is not the case in my config file. Too prone to user error. So this leaves m...
by ichVII
Fri May 12, 2017 6:24 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 285168

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.3

Hey, I have a Problem when using fluid wagons: I have LL-CCCCC-F and a LL_CCCCCC Train, the first is used to suppply mining outpost with acid and deliver the ore to smelters, the second is used to send ressources to different stops in my base and is not supposed to stop at the mining outpost. They b...
by ichVII
Mon May 08, 2017 6:23 am
Forum: Ideas and Suggestions
Topic: map limited in only one direction
Replies: 5
Views: 1528

Re: map limited in only one direction

I am planning to build a self-expanding base with some mods. In order to handle water, I choose to take water only in starting area, becouse letting bots build over arbitrary water masses is really hard and ressource consuming. In order to get enough water, I now have the Option of taking any water ...
by ichVII
Sun May 07, 2017 7:40 pm
Forum: Ideas and Suggestions
Topic: map limited in only one direction
Replies: 5
Views: 1528

map limited in only one direction

Hello, I would like to have the possiblity to create a map, that is, for example, limited to the North by 500, but not at all limited to the south, east or west, like a half-plane and not like a stiff(i hope this Translation is correct). This would allow a straight coast line while still being able ...
by ichVII
Tue Mar 21, 2017 2:09 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 322695

Re: [MOD 0.14] Orbital Ion Cannon 1.4.6

Hey, I have a Suggestion: I would really like to have a circuit targetting Station, that is a Station that fires an ion cannon at coordinates x,y given by the circuit Input, if eg the "targeter"-Signal is equal to one. This can hopefully be used at lower ups cost then the auto-targetting S...
by ichVII
Sat Mar 04, 2017 12:56 am
Forum: Balancing
Topic: laser turret internal battery
Replies: 3
Views: 1654

laser turret internal battery

I know there has been the Suggestion to let laser turrets have an internal battery before. The new part about my Suggestion is that the Charge rate of the internal buffer should be significantly lower then the power consumed by Shooting. Hence if a laser turret gets attacked, it shoots fast without ...
by ichVII
Fri Mar 03, 2017 10:56 am
Forum: Ideas and Suggestions
Topic: Robports marked for deconstruction should stop charging them
Replies: 4
Views: 1264

Re: Robports marked for deconstruction should stop charging them

None of those would fix my Problem, as the robport is connected to the power net and only looses ist construction range if the internal puffer reaches Zero, not when ist marked for deconstruction (at least with the mods im playing, i do not know if this is true in vanilla). As my roboport is marked ...
by ichVII
Thu Mar 02, 2017 10:50 pm
Forum: Ideas and Suggestions
Topic: Robports marked for deconstruction should stop charging them
Replies: 4
Views: 1264

Robports marked for deconstruction should stop charging them

As written above, a roboport should stop charging itself once it gets marked for deconstruction. This would make it possible to deconstruct a roboport based base, which is still connected to power. Im having an issue with this (bots Standing still at the roboport). As most People place the roboport ...
by ichVII
Tue Feb 28, 2017 3:30 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 391022

Re: [MOD 0.14.13+] Creative Mode 0.2.6 - Bug fix, super modules

I discovered a minor bug:

If you kill a spawner and then try to place rails over it with a blueprint, the rails are marked red and not placed. This Problem does not occure in vanila and as fas as i tried only applies for rails.
by ichVII
Tue Feb 28, 2017 12:16 am
Forum: Not a bug
Topic: [14.22]ghost rails can not be placed over dead spawners[fixe
Replies: 4
Views: 1465

Re: [14.22]ghost rails can not be placed over dead spawners

Ok, i now checked with a vanila save and it turned out, that it does not happen. It occurs exactly, when the spawner in question has been killed while using the mod "creative mode". It does however stil apply after loading a save in vanila, in which a spawner was kiled while in "creat...
by ichVII
Mon Feb 27, 2017 11:00 pm
Forum: Not a bug
Topic: [14.22]ghost rails can not be placed over dead spawners[fixe
Replies: 4
Views: 1465

Re: [14.22]ghost rails can not be placed over dead spawners

I did only use the Creative mode mod to quickly generate a save file. I also deactivatet al mods in a different save file and it had the same issue.
by ichVII
Mon Feb 27, 2017 10:38 pm
Forum: Not a bug
Topic: [14.22]ghost rails can not be placed over dead spawners[fixe
Replies: 4
Views: 1465

[14.22]ghost rails can not be placed over dead spawners[fixe

As written above, if you try to use a blueprint containing rails over a recently destroyed enemy base (a spawner), the rails coliding with the deceased spawner are marked red. If you shift-click to place the blueprint anyway, it does not place those rails. Other entities are placed correctly and it ...

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