To expand on this, it's any negative number.
You don't need to use the formula field.
Anything that results in a negative number will flip it to max.
EDIT: This is a duplicate of viewtopic.php?f=182&t=116657
Search found 11 matches
- Thu Oct 24, 2024 12:06 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex][2.0.7] Variable overflow negative parameter - Blueprint templates
- Replies: 4
- Views: 1056
- Fri Feb 19, 2016 6:38 pm
- Forum: Ideas and Suggestions
- Topic: Make multiple train control more intuitive.
- Replies: 1
- Views: 1589
Make multiple train control more intuitive.
Train control with multiple locomotives is really unintuitive. My crappy setup: http://i.imgur.com/96yMT12.png Going forwards: Instruction: I get in the first train (One on top), and drive forward, while holding left, or right. Expected: I go the direction I was holding. Result: I go the direction I...
- Wed Jan 13, 2016 7:30 pm
- Forum: Implemented mod requests
- Topic: Extended flying text entity.
- Replies: 7
- Views: 9958
[Improvement] Add a bool to "flying-text" for scaling
merged with existing request -- daniel34 Just a simple suggestion for adding a bool to disable the scaling of flying-text with the zoom. This way you can disable text in the world, instead of having a tile to display the text itself. With it disabled, it could try to fit in the width of a tile, or ...
- Wed Jan 06, 2016 6:01 pm
- Forum: Implemented mod requests
- Topic: [Request] on_marked_for_deconstruction improvements
- Replies: 6
- Views: 13903
Re: [Request] on_marked_for_deconstruction improvements
event.player can be nil, right? We just need a reliable way to get the player if it exists. I think that would be the easiest choice, and simplest to use. I'm assuming that only mods would mark something for destruction without a player. I can't think of anything in vanilla that wouldn't have the p...
- Tue Jan 05, 2016 4:21 pm
- Forum: Implemented mod requests
- Topic: [Request] on_marked_for_deconstruction improvements
- Replies: 6
- Views: 13903
[Request] on_marked_for_deconstruction improvements
Surprised no one thought of this to be honest. So, I've got a couple of things that would be insanely useful for mod devs that use it. If not many, than at least one other dev that is trying to do the same thing I am. event.player - The player that queued the event. - As far as I'm aware, a non-play...
- Tue Jan 05, 2016 3:50 pm
- Forum: Implemented mod requests
- Topic: Expose more of the GUI elements.
- Replies: 20
- Views: 20624
Re: Expose more of the GUI elements.
I think rendering an entity,or tile into the GUI would be quite useful, similar to the preview on the right of the screen.
EDIT: I think that should probably just be an element, so you can tack a couple onto a GUI frame, and render a somewhat sane picture of entities.
EDIT: I think that should probably just be an element, so you can tack a couple onto a GUI frame, and render a somewhat sane picture of entities.
- Fri Jan 01, 2016 4:17 pm
- Forum: 1 / 0 magic
- Topic: frame rate dips
- Replies: 10
- Views: 28538
Re: frame rate dips
This appears to be not just limited to steam effects.
Walking amongst forests also causes massive load on the GPU.
Walking amongst forests also causes massive load on the GPU.
- Fri Jan 01, 2016 4:12 pm
- Forum: Technical Help
- Topic: [0.12.20] Smoke Lag Spike
- Replies: 22
- Views: 30602
Re: [0.12.20] Smoke Lag Spike
Further testing shows the GPU load skyrocketing from 4% to 99%, and the Bus Interface load from 1% also to 99%, when the spikes occur.
- Fri Jan 01, 2016 4:09 pm
- Forum: Technical Help
- Topic: [0.12.20] Smoke Lag Spike
- Replies: 22
- Views: 30602
Re: [0.12.20] Smoke Lag Spike
Another update, just discovered that trees cause a massive drop as well.
Right at this moment I'm inside a medium density forest, and my FPS has dropped to 16ish.
There's no pollution nearby, the only thing that's close is a train line.
So, I have no idea how to solve this one...
Right at this moment I'm inside a medium density forest, and my FPS has dropped to 16ish.
There's no pollution nearby, the only thing that's close is a train line.
So, I have no idea how to solve this one...
- Fri Jan 01, 2016 3:26 pm
- Forum: Technical Help
- Topic: [0.12.20] Smoke Lag Spike
- Replies: 22
- Views: 30602
Re: [0.12.20] Smoke Lag Spike
Just a quick observation, the steam appears to be moving around a lot.
A quick check of the time taken info, a field called "flip" spikes up a lot.
A quick check of the time taken info, a field called "flip" spikes up a lot.
- Fri Jan 01, 2016 3:21 pm
- Forum: Technical Help
- Topic: [0.12.20] Smoke Lag Spike
- Replies: 22
- Views: 30602
Re: [0.12.20] Smoke Lag Spike
Created an account to also comment on this issue. My factory is quite large, and haven't had a smoke issue at all. I'd been around my engines before, but the lag spike didn't occur until after I'd save and reentered the world. Let me elaborate more. I'd been playing for about 7 hours beforehand. Wor...