[MOD 0.14] Red Alerts 1.1.2
Re: [MOD 0.12.35] Red Alerts 1.0.5
Looking forward to using this mod in 0.13
any chance of having the power sensor being able to connect to the circuit network so that you can then activate the power switch
any chance of having the power sensor being able to connect to the circuit network so that you can then activate the power switch
Re: [MOD 0.12.35] Red Alerts 1.0.5
Ohhh - having those two work in tandem makes me wanna get jiggy with my future-wifeTheChaz wrote:Looking forward to using this mod in 0.13
any chance of having the power sensor being able to connect to the circuit network so that you can then activate the power switch
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Re: [MOD 0.12.35] Red Alerts 1.0.5
The power sensor is really just an accumulator, and all accumulators are now connectable to the circuit network. So you don't even really need the power sensor any more, as a regular accumulator can fulfill the same function.TheChaz wrote:Looking forward to using this mod in 0.13
any chance of having the power sensor being able to connect to the circuit network so that you can then activate the power switch
Just wire up any old accu and it will send its charge percent to the circuit network.
Re: [MOD 0.12.35] Red Alerts 1.0.5
But some people (like me) like the alert sounds and other effects you added with this mod - will you just port it to 0.13 - PleaseSupercheese wrote:The power sensor is really just an accumulator, and all accumulators are now connectable to the circuit network. So you don't even really need the power sensor any more, as a regular accumulator can fulfill the same function.TheChaz wrote:Looking forward to using this mod in 0.13
any chance of having the power sensor being able to connect to the circuit network so that you can then activate the power switch
Just wire up any old accu and it will send its charge percent to the circuit network.
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Re: [MOD 0.13.3] Red Alerts 1.1.0
Version 1.1.0 released, updating the mod for Factorio 0.13.
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Re: [MOD 0.13.3] Red Alerts 1.1.0
I have no alert sounds at all when i enable this mod. Even the vanilla alert sounds are gone. Using the default mod settings on 13.4
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Re: [MOD 0.13] Red Alerts 1.1.1
Version 1.1.1 released to fix the fact that entities of type "unit" (e.g. Robot Army's bots) were triggering "Structure Destroyed" rather than "Unit Lost".
Re: [MOD 0.13] Red Alerts 1.1.1
is there a way to change the % when low power starts i want it to go off at 30%
Re: [MOD 0.13] Red Alerts 1.1.1
nvm found a alternative wayUnifire wrote:is there a way to change the % when low power starts i want it to go off at 30%
Re: [MOD 0.14] Red Alerts 1.1.2
I have a feature request but I don't know if it's possible:
I have two power networks and therefore two power sensors.
Is there any way that I can differentiate between those two when the low power alert is fired?
Something like give them a name that shows in the dismiss GUI maybe?
I have two power networks and therefore two power sensors.
Is there any way that I can differentiate between those two when the low power alert is fired?
Something like give them a name that shows in the dismiss GUI maybe?
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Re: [MOD 0.14] Red Alerts 1.1.2
Suggest you replace the low power trigger with a specific circuit condition. So you can customize it however you want.
Also adding some othercustom alert indicators set the same way.
Also adding some othercustom alert indicators set the same way.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: [MOD 0.14] Red Alerts 1.1.2
Tfw when no Cabal
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Re: [MOD 0.14] Red Alerts 1.1.2
But there is CABAL...? Did you select the appropriate option in config.lua?Vancer2 wrote:Tfw when no Cabal
Re: [MOD 0.14] Red Alerts 1.1.2
I guess I'm a little older than everyone else cause all I'm thinking currently is how much I would love the sounds from Dune II to be on here :p
Re: [MOD 0.14] Red Alerts 1.1.2
is there like an updated version
I loved this mod alot.
I loved this mod alot.