Search found 122 matches

by Mernom
Tue May 21, 2019 2:45 pm
Forum: Modding interface requests
Topic: Sync with save from command line
Replies: 1
Views: 598

Re: Sync with save from command line

Plus one this. Probably the main reason I didn't bother doing mod folders yet.
by Mernom
Sat May 04, 2019 11:16 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55009

Re: [MOD 0.17] Deadlock's Crating Machine

I need a new machine as well though.
by Mernom
Sat May 04, 2019 3:53 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 55009

Re: [MOD 0.17] Deadlock's Crating Machine

It's too bad to hear that the mod is not in development anymore. I've never used it, but I love the beltbox mod. I'm currently working on a compatibility mod for Space Exploration (AAII version done), and not having a function to add tiers is a bit rough... SE adds a space tier of items which have i...
by Mernom
Fri Mar 08, 2019 8:05 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 30250

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

I had a fairly odd bug. When I was setting up my steam array, all of my decoratives suddenly dissappear.
A few updates later, I noticed that they are back, so it was probably fixed.
by Mernom
Fri Mar 08, 2019 10:42 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 111685

Re: [MOD 0.15] AAI Industry

inserters need iron sticks now? wow... I'll need to find a way to fit it into my mall. Will probably need to redesign it...
by Mernom
Sun Mar 03, 2019 11:49 pm
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 111685

Re: [MOD 0.16] AAI Industry

Are you working on the 0.17 version of this mod? Can we have an estimated release window? Earendel hasn't been online since January 26th. He may be working on it already, but you may not get an answer to this question by the time he's finished. If someone knows how to get in contact with him, pleas...
by Mernom
Sun Mar 03, 2019 11:46 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.3] Blueprint preview has entity outside of bounds (MR)
Replies: 7
Views: 4101

Re: [0.17.3] Blueprint preview has entity outside of bounds (MR)

Still in 0.17.14, and it most likely has to do with tiles. If any tiles are in the blueprint, and the nearest entity to the tile is quite far away, the centering freaks out if tiles are not enabled.
by Mernom
Sat Mar 02, 2019 4:00 pm
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 111685

Re: [MOD 0.16] AAI Industry

Are you working on the 0.17 version of this mod? Can we have an estimated release window?
by Mernom
Fri Feb 15, 2019 5:22 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 85406

Re: Friday Facts #282 - 0.17 in sight

Hmm. I'm all for expanding more on the map type mechanic. You mentioned that you could potentially add the 0.16 like maps as another map type if people want it. I say, why not add it to begin with? Some people are bound to want it, so fix it before it gets broken. Coming up with even more map types ...
by Mernom
Thu Feb 14, 2019 12:36 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 537509

Re: [MOD 0.14] AAI Programmable Vehicles

BlueTemplar wrote:
Tue Feb 12, 2019 9:25 pm
Why would players be performance-heavy though?
(I've been in MP games with that many players without performance becoming unplayable...)
Because unlike a real multiplayer game, all of those virtual players are simulated on just one instance of the game.
by Mernom
Fri Feb 01, 2019 6:02 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 89512

Re: Friday Facts #280 - Visual Feedback is the king

Thoughts about waypoints: As it is, I think that it'd be better to implament the following rule: If the station has wait conditions, treat it normally. If it doesn't, calculate the route to the next station immediatly (as soon as it leaves the previoues station). Also, make stations function like ch...
by Mernom
Fri Jan 18, 2019 4:10 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 66538

Re: Friday Facts #278 - The new quickbar

One thing, the change to blueprint mechanics is gonna probably break the Recrucive blueprints mod... I wonder how will it be adjusted.
by Mernom
Wed Jan 09, 2019 10:42 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 537509

Re: [MOD 0.14] AAI Programmable Vehicles

Having an issue with this & angels Industries (previously logistics) When you control the AI of the crawler (building platform) it clears the equipment grid's sub-contents, so when you have a burner generator it clears all the fuel contained within it. This appears when cycling through the AI m...
by Mernom
Fri Dec 28, 2018 4:54 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 155831

Re: Friday Facts #275 - 0.17 Science changes

Military upgrade technologies... "Stronger explosives - Grenades, Rockets, Land mines " What do you think about adding Cliff explosives to the list? Would that deviate from the goal of the Military Science Pack? Cliff explosives are not a weapon at all IIRC. They don't have any damage sta...
by Mernom
Fri Oct 26, 2018 10:43 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 537509

Re: [MOD 0.14] AAI Programmable Vehicles

then it looks like those are just icons.
by Mernom
Thu Oct 25, 2018 8:57 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 537509

Re: [MOD 0.14] AAI Programmable Vehicles

Hi I've just read trough all the 38 pages of posts in this thread without finding the answer to my question so here it goes: I have a full setup of AAI with miners, haulers, chaingunners and wardens working pretty much as I want. Most buildings are on timers to minimize CPU hits and power for my at...
by Mernom
Fri Oct 19, 2018 9:19 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 537509

Re: [MOD 0.14] AAI Programmable Vehicles

comparability with mod the car do not mining with Surfaces_remake_0.2.4 mod If you're talking about picking the car up, then it might not have anything to do with the mod. You can't pick up vehicles that have characters driving them, and the mod is using virtual characters to drive the vehicles. Yo...
by Mernom
Tue Oct 16, 2018 7:42 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 537509

Re: [MOD 0.14] AAI Programmable Vehicles

I ment the depot signal in the signals tab. It might be an artefact of the way things are coded, just like the chip icon. I wanted to automate things a bit more by using signals from the depots. What I actually wanted is to loop through the depots, see what they accept and send a full hauler to the...
by Mernom
Mon Oct 15, 2018 11:39 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 537509

Re: [MOD 0.14] AAI Programmable Vehicles

Are the signals for vehicle depots supposed to work? I noticed that in the signals screen the beacon and vehicle depot has been added. But they got those weird long technical names (virtual-signal-name.signal-vehicle-depot-id) instead of the regular short names. When I plug in a storage depot id in...
by Mernom
Tue Oct 02, 2018 1:56 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 537509

Re: [MOD 0.14] AAI Programmable Vehicles

Once you have access to pathfinding requests, the phantom dead trees won't stay, right?

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