Search found 8 matches
- Mon Aug 31, 2020 11:20 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] game.server_save can write to paths outside the save directory
- Replies: 1
- Views: 2740
[Rseding91] [1.0.0] game.server_save can write to paths outside the save directory
`game.server_save` will happily accept full paths to write to, not simply filenames. It works with both absolute (e.g. /tmp/save, C:\save) and relative paths that lead outside the save directory (e.g. ../save). The save process automatically appends .zip to the final path, limiting its potential imp...
- Sun Aug 30, 2020 11:02 am
- Forum: Not a bug
- Topic: [1.0.0] game.auto_save fails to save to subdirectory
- Replies: 1
- Views: 661
[1.0.0] game.auto_save fails to save to subdirectory
It is possible to save to a subdirectory when using the save menu (although the subdirectory must first be created externally), which is useful for organising and grouping game saves. `game.server_save` is also capable of saving to subdirectories, but `game.auto_save` fails to do so. I believe the i...
- Sun Aug 30, 2020 9:17 am
- Forum: Won't implement
- Topic: game.auto_save - remove prefix
- Replies: 2
- Views: 1168
Re: game.auto_save - remove prefix
The reason it's setup that way now is to prevent any script or mod from overwriting user-created save files. The save name convention says: anything which starts with _autosave may be overwritten by an autosave. I don't want to allow mods to arbitrarily overwrite save files in the users save direct...
- Thu Jan 18, 2018 3:43 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373843
Re: Friday Facts #225 - Bots versus belts (part 2)
Because I love calculating costs.... For example, this part of my base only creates white science and they have 18,000 bluebelts inside. It would take about 32,000 bots with capacity 4 & 187% speed to move the same number of items ideally. It would probably be more due to having to fly around, ...
- Sat Jan 13, 2018 4:55 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373843
Re: Friday Facts #225 - Bots versus belts (part 2)
Preface I thought it might be interesting to collect all of the sufficiently-specific suggestions made in the thread, and aggregate them into rough groupings, with references to the posts. So I went and did that, then thought I should go a bit further; prepare for giant wall of text. Notes Suggesti...
- Wed Oct 05, 2016 8:50 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87128
Re: [MOD 12.11+] Train Outposts
I appreciate the request for a 0.14 version. It shows that people still like my mod. Good news is: it will come; bad news is, I don't know when. I really have little spare time at the moment, and coding after a day of work is usually not the thing you like to do. Anyway, it should not require too m...
- Sun Mar 20, 2016 10:32 am
- Forum: Mods
- Topic: [MOD 0.12.x] Gandalf 1.0.0
- Replies: 12
- Views: 8811
Re: [MOD 0.12.x] Gandalf 1.0.0
Amusing, but the game does already let you manually adjust power cables -- shift-left-click on a pole to cut all existing cables, then you can use the crafted copper cable item to re-cable it however you like. That said, I guess this is nice if you're really OCD and hate crossed cables to that degre...
- Sun Mar 20, 2016 9:50 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339833
Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.1.3
I'm still seeing issues with 1.1.3 (with or without Squeak Through installed as well) where the pumps won't connect to a tank unless they're manually broken & re-placed. This doesn't happen at *all* my stations however, just some of them, and I can't see any obvious pattern to which ones the iss...