Search found 4 matches

by GeekBeam
Wed Dec 21, 2016 1:19 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 586684

Re: [MOD 0.14] AAI Programmable Vehicles

Very nice. I like this, thanks for posting. Many thanks ^u^ i am just loving this mod so far. My next contrapion is going to be figuring out a way to have an automated movement system, including split off junctions, independant caravans, and the ability to docl up the caravans of haulers you have. ...
by GeekBeam
Tue Dec 20, 2016 10:09 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 586684

Re: [MOD 0.14] AAI Programmable Vehicles

so, I figured a method to compare if the distance between one object or another is above or below a compared number. http://puu.sh/sVQJY/ccaa22921a.png essentially, what I want to do is subtract the lesser coordinate from the greater one (which always equals a positive number) so I can get the diffe...
by GeekBeam
Mon Oct 31, 2016 11:31 am
Forum: Mods
Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Replies: 222
Views: 135407

Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base

I've actually been working on updating this mod to 0.14.x as a bit of a personal project, and I've hit a snag in trying to fix how electricity connects on the surface driller and how to handle that. the issue itself seems to be related to a quirk of how "connect_neighbour" works, and it se...
by GeekBeam
Sun Oct 30, 2016 10:17 pm
Forum: Mods
Topic: [MOD 0.14.x] UPS-up
Replies: 41
Views: 24757

Re: [MOD 0.14.x] UPS-up

bug: high production speed machines (iron gear wheel, copper wire, sulfer, plastic) oftentimes finish working their internal buffers before inserters can refill them due to the production multiplier during active time, and thus have "downtime" that would not exist in vanilla, causing produ...

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