Search found 46 matches

by theit8514
Sun Jun 15, 2014 10:14 pm
Forum: Implemented Suggestions
Topic: Sort items from inventory into toolbar
Replies: 7
Views: 3649

Re: Sort items from inventory into toolbar

Thanks ssilk.

One additional thing for this: if I have some underground belts in my main inventory, and an open slot on my toolbar, mining underground belts places them on my toolbar instead of combining with the stack in my inventory. Noticed this while cleaning up sections of my base.
by theit8514
Sat Jun 14, 2014 4:21 am
Forum: Implemented Suggestions
Topic: Sort items from inventory into toolbar
Replies: 7
Views: 3649

Re: Sort items from inventory into toolbar

If I press Q when I have this half stack in my hand, it should combine with the other half stack and free up an inventory slot. Currently, it makes me have 1 full stack and 2 half stacks (one on toolbar, one in inventory). http://i.imgur.com/vtmGlRr.png I wasn't sure if this qualified as a bug, as i...
by theit8514
Sat Jun 14, 2014 12:45 am
Forum: Implemented Suggestions
Topic: Sort items from inventory into toolbar
Replies: 7
Views: 3649

Sort items from inventory into toolbar

Probably not the best title, but meh. Ex: I usually carry around 3 stacks of transport belts. In this example, I have 1 1/2 stacks (50+25) in my inventory and 1 stack (50) which is on a filtered toolbar slot. If I use 30 transport belts from my filtered slot in inventory, then press Q, the stack I'm...
by theit8514
Fri Jun 13, 2014 10:51 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 79180

Re: [MOD 0.10.0] Automatic Rail Laying Machine v0.0.1

The item did not appear on my Tech list under the Automated Rail Transportation technology, and the recipe was not unlocked. http://i.imgur.com/dvsTkWy.png I am using DyTech, and it adds the Large Capacity Cargo Wagon the same way you are adding the Rail Layer. If anyone runs into this, you can exec...
by theit8514
Fri Jun 13, 2014 2:57 pm
Forum: Ideas and Suggestions
Topic: Inventary - number of producible products instead of recipes
Replies: 4
Views: 1612

Re: Inventary - number of producible products instead of rec

Plus - for some things this number actually makes sense - when would you need an odd number of underground belts or underground pipes? When biters destroy one half of a pipe/underground and you have to place a new one down. When this happens i usually put the odd-man-out down and shoot it so I don'...
by theit8514
Fri Jun 13, 2014 2:38 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 79180

Re: [MOD 0.10.0] Automatic Rail Laying Machine

Really wish I was not at work right now. Look forward to trying this when I'm back home.
by theit8514
Wed Jun 11, 2014 3:16 am
Forum: Implemented Suggestions
Topic: File based configuration options (for mods)
Replies: 5
Views: 3317

Re: File based configuration options (for mods)

Well, for per-save, there's always the glob. And if you wanted to make it configurable then you could pop-up a window on a new game with options that would write to glob and then never appear again. This still wouldn't help with any data-level modifications, but would allow mods like DyTech to disab...
by theit8514
Wed Jun 11, 2014 3:06 am
Forum: Gameplay Help
Topic: Having trouble with train signals
Replies: 13
Views: 6331

Re: Having trouble with train signals

I haven't done the two-engine system yet, but I had this error when I didn't have doubled signals. YMMV.

If you remove the bottom signal, and put two signals side by side on the area of track that's completely vertical, does it work then?
by theit8514
Wed Jun 11, 2014 2:43 am
Forum: Gameplay Help
Topic: Having trouble with train signals
Replies: 13
Views: 6331

Re: Having trouble with train signals

Your top signal appears to not be attached to the bottom track, but the top. You've created a split where traffic can only flow from either left or bottom to right. You need a signal on the opposite side of the bottom signal in order for traffic to flow the other way. When placing that signal, the o...
by theit8514
Tue Jun 10, 2014 9:49 pm
Forum: Implemented Suggestions
Topic: File based configuration options (for mods)
Replies: 5
Views: 3317

Re: File based configuration options (for mods)

Looking over the modding changes, I just noticed there's a write and remove file operations, but I don't see one for a read operation. That's interesting. I wonder what you would want to write from a mod that you wouldn't able to read back. Anyways, most of the stuff you would like changed have to b...
by theit8514
Tue Jun 10, 2014 7:10 pm
Forum: Not a bug
Topic: nevermind, not a bug :) tooltip on elec drill
Replies: 2
Views: 1868

Re: [0.10.0] harmless, just a wrong tooltip on elec drill

The drill is 3x3, but the area it mines from is a 5x5 (see the overlay when placing it). Edit: actually, thing about it now it may be 4x4, don't have the game open right now :P
by theit8514
Tue Jun 10, 2014 6:39 am
Forum: Resolved Problems and Bugs
Topic: [0.10.0] New game dialog doesn't fit screen with mods
Replies: 5
Views: 3096

Re: [0.10.0] graphics are not enough place

As a work around you can go into the mods settings and find the autoplace-control type for ones you aren't going to modify and change the richness value to false. The ore will still spawn in the world but it won't be visible on that screen. Ex. gold ore from OreTech: { type = "autoplace-control...
by theit8514
Mon Jun 09, 2014 5:55 pm
Forum: Ideas and Suggestions
Topic: Make regular Inserters out of Burner Inserters.
Replies: 12
Views: 3544

Re: Make regular Inserters out of Burner Inserters.

drs9999 wrote:No one sugested to remove the old recipe. Both recipes can co-exist
+1. More upgrade recipes are needed to rid us of that chest of random stuff that isn't used anymore, or for the "oops I accidentally all the burner inserters instead of regular inserters".
by theit8514
Mon Jun 09, 2014 1:23 pm
Forum: Ideas and Suggestions
Topic: Roads (stone, asphalt)/moving+driving quicker
Replies: 26
Views: 11365

Re: Roads (stone, asphalt)/moving+driving quicker

If we're going to make roads, then we should have the car prefer to stay on the road (no more careening off into buildings or trying to navigate narrow passages at sub 1 mph? :D)
by theit8514
Sun Jun 08, 2014 9:25 pm
Forum: Implemented Suggestions
Topic: Disable Replay Function
Replies: 13
Views: 4666

Re: Disable Replay Function

Just to clarify, I do not think modding by itself disables replay, but the process of adding a mod to an existing save.
by theit8514
Sun Jun 08, 2014 2:11 pm
Forum: This Forum
Topic: New forum skin
Replies: 80
Views: 57643

Re: New forum skin

The Private Message Inbox window, the whole box is completely white with grey text and really hard to read.

Image
by theit8514
Sun Jun 08, 2014 3:16 am
Forum: Resolved Problems and Bugs
Topic: [0.10] Pathfinding bug - Stuck in a corner
Replies: 1
Views: 804

[0.10] Pathfinding bug - Stuck in a corner

Seems I'm getting a good deal taking out this base. The debug mode shows their path is straight down and a green line instead of the usual white/yellow dots. Seems like the obvious choice would be to travel up. Instead they keep wanting to head down through the gap between the two spawners. https://...
by theit8514
Sat Jun 07, 2014 3:07 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 333679

Re: [MOD 0.10.0] Treefarm v1.1.0

Looking at the new cargo-wagon code, it does not appear they added the ability to set inventories to filtered.

If that was the case, you could theoretically set one slot to germlings and two slots to wood and when items were inserted they would go to those specific slots.
by theit8514
Sat Jun 07, 2014 2:40 pm
Forum: General discussion
Topic: Refinery
Replies: 8
Views: 4218

Re: Refinery

MF- wrote:Unused inputs/outputs should auto-disconnect in this version, right?
I believe by "unused" they're talking about recipes like Plastic where there is no output defined for the pipe. In this case, all outputs have a valid pipe and thus the pipes connect.
by theit8514
Sat Jun 07, 2014 4:53 am
Forum: Mods
Topic: [MOD 0.11.x+] Straight Pipes - Easier liquid handling
Replies: 17
Views: 17988

Re: [MOD 0.9.x+] Straight Pipes - Easier liquid handling

Looks like there's a conflict with DyTech...

DyTech|data.lua:31:
attempt to concatenate local 'colour' (a nil value)

Probably overrides the pipepictures function that DyTech uses.

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