Search found 93 matches
- Sun May 19, 2019 8:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.41] Pumps can't pump low temperature fluids into fluid wagons.
- Replies: 2
- Views: 2415
Re: [0.17.41] Pumps can't pump low temperature fluids into fluid wagons.
A tad off topic, but I love you modders for finding these edge cases in the game code.
- Thu May 16, 2019 6:14 am
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 63255
Re: [0.12]Ideas, suggestions & discussion
Eh as a developer I always say, you havent improved if you cant look back at your own code from a year ago and say "WTF was I thinking"
- Mon May 13, 2019 6:48 am
- Forum: Not a bug
- Topic: [0.17.37] Train update taking very long
- Replies: 15
- Views: 3767
Re: [0.17.37] Train update taking very long
well crap, in my current city block layout I use 1-1 trains with corresponding signal blocks being 2 wagons long.
I should probably change this design then to use longer signal blocks, but I alwasy heard that for good train throughput you need to space the signals "train length" apart.
I should probably change this design then to use longer signal blocks, but I alwasy heard that for good train throughput you need to space the signals "train length" apart.
- Thu May 09, 2019 1:53 pm
- Forum: Ideas and Suggestions
- Topic: It can also be used to mine any kind of path, said no-one ever
- Replies: 34
- Views: 6583
Re: It can also be used to mine any kind of path, said no-one ever
Ah, but it can be used for more than replacing. You can use it to remove any kind of ground covering.
I also had to google how to remove concrete, as I thought it to be impossible.
I also had to google how to remove concrete, as I thought it to be impossible.
- Thu May 09, 2019 6:54 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 99770
Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Damn, this will turn LTN tracker into a must have for my next .17 game I am currently on .16 in my seablock run and I find it immensely useful over there as well.
- Wed May 08, 2019 1:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.35][Angels] Game crash after trying to go to details of building with fluid outputs
- Replies: 3
- Views: 2226
Re: [Dominik][0.17.35][Angels] Game crash after trying to go to details of building with fluid outputs
As a word of encouragement, it does seem to me you guys are making quite some progress to stabilization.
- Wed May 08, 2019 6:39 am
- Forum: Modding discussion
- Topic: I made a GUI thingy
- Replies: 3
- Views: 1317
Re: I made a GUI thingy
Frankly, instead of a library, with dependencies and all the headache that would entail for you as maintainer and consumers I propose you make it well documented and open source under a permissive license. This way people can use parts of the code in their own projects, but they are still responsibl...
- Tue May 07, 2019 5:44 pm
- Forum: Energy Production
- Topic: Very Large Solar Farm
- Replies: 5
- Views: 5520
Re: Very Large Solar Farm
Personally I use FARL to lay down solar fields. I found this tutorial very helpful
In my current seablock game it looks like this:
In my current seablock game it looks like this:
- Tue May 07, 2019 3:50 pm
- Forum: General discussion
- Topic: Do you think Wube would buy/hire Bobs mod dev(s)?
- Replies: 19
- Views: 6728
Re: Do you think Wube would buy/hire Bobs mod dev(s)?
no, because with official support comes official expectations.
I like bobs mods, but they can be reaaaally grindy, having this as an optional self inflicted thing removes all critisizm wube might receive from this.
I like bobs mods, but they can be reaaaally grindy, having this as an optional self inflicted thing removes all critisizm wube might receive from this.
- Tue May 07, 2019 1:37 pm
- Forum: Logistic Train Network
- Topic: Is there a limit to number of trains sent to Depot?
- Replies: 10
- Views: 3112
Re: Is there a limit to number of trains sent to Depot?
I am still unclear how you assign trains to depots or verify trains that are assigned to depots.
I have run depots with 50 trains on our previous map before, granted this proved to be a huge bottleneck but that was just train pathfinding, assigning all those trains to the depot was no problem at all.
I have run depots with 50 trains on our previous map before, granted this proved to be a huge bottleneck but that was just train pathfinding, assigning all those trains to the depot was no problem at all.
- Fri May 03, 2019 6:16 am
- Forum: Ideas and Suggestions
- Topic: WTF can you PLEASE!!! stop changing internal names??
- Replies: 9
- Views: 2583
Re: WTF can you PLEASE!!! stop changing internal names??
Go play 0.16.51 if you can only complain.
Stuff is under construction, expect crashes issues and possibly even data loss and be aware of that.
Stuff is under construction, expect crashes issues and possibly even data loss and be aware of that.
- Thu May 02, 2019 2:14 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 189739
Re: [0.17.x] Bob's Mods: General Discussion
Well, I cant of course speak for all mod combinations, but in seablock at least you use basic electronic boards for damn near everything.
- Tue Apr 30, 2019 1:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)
- Replies: 17
- Views: 7119
Re: [kovarex] [0.17.32] Cargo wagon won't open after curve (only pointing North)
You definitely did explain that in an FFF, but I cant really remember which one, it was mainly to deal with the specific perspective used by the game, and this causes some objects to stretch and shrink visually. The gaps were added to make this effect less visually obvious.
- Tue Apr 30, 2019 12:36 pm
- Forum: News
- Topic: Friday Facts #292 - Inching closer to stable
- Replies: 41
- Views: 22654
Re: Friday Facts #292 - Inching closer to stable
Just FYI, you can specify the used mod folder as a commandline argument to the game, for this I have multiple mod folders setup for different games I play. (One for Seablock, one for MultiPlayer, one for Creative, etc) each modfolder is completely separate from the others so you dont have to enable/...
- Sat Apr 27, 2019 9:21 am
- Forum: General discussion
- Topic: Tree on rail track
- Replies: 5
- Views: 2512
Re: Tree on rail track
do you have squeak through? That is a possible cause.
- Sat Apr 27, 2019 9:20 am
- Forum: Gameplay Help
- Topic: What consumes UPS?
- Replies: 18
- Views: 5031
Re: What consumes UPS?
oh, I see, and does this loop take an early exit when it encounters an X? Since then by definition no following slot can accept the item either.
- Sat Apr 27, 2019 6:46 am
- Forum: Gameplay Help
- Topic: What consumes UPS?
- Replies: 18
- Views: 5031
Re: What consumes UPS?
Related to this I have a question about large chests and/or warehouses. I understand large warehouses and chests have an impact on UPS when inserting/taking out, does limiting the chest or warehouse help with this in any way? I know wooden chests are good for passing items in between with a chest bu...
- Fri Apr 26, 2019 6:19 am
- Forum: Balancing
- Topic: Research changes
- Replies: 7
- Views: 3780
Re: Research changes
I really like the idea of a burner assembler. This would make 10x or 100x science runs somewhat viable.
- Tue Apr 23, 2019 4:43 pm
- Forum: Releases
- Topic: Version 0.17.32
- Replies: 62
- Views: 27857
Re: Version 0.17.32
seeing I only needed a smidgen of plastic and urea 50/50 of 100 would have been moooore than enough for my needs.
- Tue Apr 23, 2019 8:48 am
- Forum: Logistic Train Network
- Topic: Is ltn compatible with bobs trains/wagons?
- Replies: 3
- Views: 1376
Re: Is ltn compatible with bobs trains/wagons?
I am also kind of interested in this, looking to use these for my seablock run, and I would rather discover this now rather than when I am alrady on my planning phase to use them.