Search found 9 matches
- Mon Nov 25, 2024 4:48 am
- Forum: Not a bug
- Topic: [2.0.21] Fluids within a pipe segment are distributed to consumers quite unevenly
- Replies: 2
- Views: 142
[2.0.21] Fluids within a pipe segment are distributed to consumers quite unevenly
Within a given pipe segment, fluids are not split evenly among consuming machines, and the degree of unevenness is sufficient to cause observable issues in some cases. It's most obvious in circumstances where your fluid supply is close to the maximum combined consumption of your machines. For exampl...
- 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: 2990
[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: 801
[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: 1376
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: 426921
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: 426921
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: 93255
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: 9496
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: 358547
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...