I do many tests, now it's the details:
The bug keeps until the last alpha release(0.11.13)
There should be two type of accumulators, one with priority as "terciary" and another with "primary-output"
when the primary-output one is producing power and terciary is consuming, the bug comes.
the ...
Search found 12 matches
- Tue Jan 20, 2015 11:55 am
- Forum: Pending
- Topic: [0.11.7] output_flow_limit of accumulator seems no effect.
- Replies: 2
- Views: 3736
- Thu Dec 25, 2014 8:47 am
- Forum: Pending
- Topic: [0.11.7] output_flow_limit of accumulator seems no effect.
- Replies: 2
- Views: 3736
[0.11.7] output_flow_limit of accumulator seems no effect.
I'm not sure but output_flow_limit of accumulator seems doesn't take effect in 0.11.7
I'v wrote a accumulator in my mod, whose output_flow_limit was set to 10kW. But it can output 15kW+ sometimes.
It works well on stable version(0.10.12)
I'v wrote a accumulator in my mod, whose output_flow_limit was set to 10kW. But it can output 15kW+ sometimes.
It works well on stable version(0.10.12)
- Mon Sep 08, 2014 6:40 am
- Forum: Implemented mod requests
- Topic: Lua Event requests
- Replies: 2
- Views: 3535
Re: Lua Event requests
onEntityClicked is very useful for me too.
- Mon Sep 08, 2014 6:38 am
- Forum: Implemented mod requests
- Topic: Generator without water
- Replies: 6
- Views: 7938
Re: Generator without water
In a fusion reactor, water will be used repeatly, not just discharged to air. So fusion reactor can use less water for much more power.
But this is very hard to emulate in game, so I think the simplest way is just let some building "generate" power.
But this is very hard to emulate in game, so I think the simplest way is just let some building "generate" power.
- Mon Sep 08, 2014 6:32 am
- Forum: Modding help
- Topic: Custom power plants?
- Replies: 7
- Views: 4689
Re: Custom power plants?
There's a new problem for me.
`onbuiltentity` event will not be invoked if a entity was built by a robot.
Any idea about it?
`onbuiltentity` event will not be invoked if a entity was built by a robot.
Any idea about it?
- Tue Aug 12, 2014 6:28 pm
- Forum: Implemented mod requests
- Topic: Generator without water
- Replies: 6
- Views: 7938
Re: Generator without water
Thanks for reply.
I posted my final solution on the post you suggested.
But I think it will be much better if there's some way to define a custom entity type.
I posted my final solution on the post you suggested.
But I think it will be much better if there's some way to define a custom entity type.
- Tue Aug 12, 2014 6:21 pm
- Forum: Modding help
- Topic: Custom power plants?
- Replies: 7
- Views: 4689
- Tue Aug 12, 2014 6:17 pm
- Forum: Modding help
- Topic: Custom power plants?
- Replies: 7
- Views: 4689
Re: Custom power plants?
I've tried the same thing. Here's my idea:
you can use an "accumulator" instead of a "solar panel".
It's important because you can save energy with an accumulator, but not with a solar panel.
I'd try this, and it works very well:
energy_source =
{
type = "electric",
buffer_capacity = "50kJ ...
you can use an "accumulator" instead of a "solar panel".
It's important because you can save energy with an accumulator, but not with a solar panel.
I'd try this, and it works very well:
energy_source =
{
type = "electric",
buffer_capacity = "50kJ ...
- Sun Aug 10, 2014 7:42 pm
- Forum: Implemented mod requests
- Topic: Generator without water
- Replies: 6
- Views: 7938
Generator without water
Currently there is only one generator in game: steam-engine.
It requires heated water as input.
Is there any way to build a generator without water? like fusion-reactor or wind-generator.
There is fusion-reactor for equipment. But I don't know how to use it as a entity.
It requires heated water as input.
Is there any way to build a generator without water? like fusion-reactor or wind-generator.
There is fusion-reactor for equipment. But I don't know how to use it as a entity.
- Tue Jul 01, 2014 2:39 am
- Forum: Releases
- Topic: Version 0.10.2
- Replies: 25
- Views: 38870
Re: Version 0.10.2
Changes:
Changed the prioritization of resupplying source of logistic robots. Provider has biggest priority, then storage and the last one is passive provider. This is to avoid uncontrolled filling of storage chests from the leftovers.
I don't think this works properly. I have mining drill with ...
Changed the prioritization of resupplying source of logistic robots. Provider has biggest priority, then storage and the last one is passive provider. This is to avoid uncontrolled filling of storage chests from the leftovers.
I don't think this works properly. I have mining drill with ...
- Wed Jun 11, 2014 1:03 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] bad allocation
- Replies: 15
- Views: 7328
Re: [0.10.0] bad allocation
besides, I opened the mod "trailer" by accident, maybe this effects.
- Wed Jun 11, 2014 1:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] bad allocation
- Replies: 15
- Views: 7328
Re: [0.10.0] bad allocation
I met this problem when trying save a game from custom map.
I'm pretty sure both the map and the game was created in 0.10.0
I'm pretty sure both the map and the game was created in 0.10.0