Search found 97 matches
- 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"...
- 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...
- 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...
- 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.
It would be a really cool Feature.
- 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...
- 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...
- 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...
- 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 ...
- 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 ...
- 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...
- 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 ...
- 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 ...
- 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 ...
- 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.
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.
- 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...
- 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.
- 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 ...