Search found 12 matches

by tdzl2003
Tue Jan 20, 2015 11:55 am
Forum: Pending
Topic: [0.11.7] output_flow_limit of accumulator seems no effect.
Replies: 2
Views: 3412

Re: [0.11.7] output_flow_limit of accumulator seems no effec

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...
by tdzl2003
Thu Dec 25, 2014 8:47 am
Forum: Pending
Topic: [0.11.7] output_flow_limit of accumulator seems no effect.
Replies: 2
Views: 3412

[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)
by tdzl2003
Mon Sep 08, 2014 6:40 am
Forum: Implemented mod requests
Topic: Lua Event requests
Replies: 2
Views: 3219

Re: Lua Event requests

onEntityClicked is very useful for me too.
by tdzl2003
Mon Sep 08, 2014 6:38 am
Forum: Implemented mod requests
Topic: Generator without water
Replies: 6
Views: 6841

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.
by tdzl2003
Mon Sep 08, 2014 6:32 am
Forum: Modding help
Topic: Custom power plants?
Replies: 7
Views: 3712

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?
by tdzl2003
Tue Aug 12, 2014 6:28 pm
Forum: Implemented mod requests
Topic: Generator without water
Replies: 6
Views: 6841

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.
by tdzl2003
Tue Aug 12, 2014 6:21 pm
Forum: Modding help
Topic: Custom power plants?
Replies: 7
Views: 3712

Re: Custom power plants?

I'm working on my mod at:
https://github.com/tdzl2003/PTech

You can have a look on my code.
by tdzl2003
Tue Aug 12, 2014 6:17 pm
Forum: Modding help
Topic: Custom power plants?
Replies: 7
Views: 3712

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", buf...
by tdzl2003
Sun Aug 10, 2014 7:42 pm
Forum: Implemented mod requests
Topic: Generator without water
Replies: 6
Views: 6841

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.
by tdzl2003
Tue Jul 01, 2014 2:39 am
Forum: Releases
Topic: Version 0.10.2
Replies: 25
Views: 35745

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 pass...
by tdzl2003
Wed Jun 11, 2014 1:03 am
Forum: Resolved Problems and Bugs
Topic: [0.10.0] bad allocation
Replies: 15
Views: 5993

Re: [0.10.0] bad allocation

besides, I opened the mod "trailer" by accident, maybe this effects.
by tdzl2003
Wed Jun 11, 2014 1:02 am
Forum: Resolved Problems and Bugs
Topic: [0.10.0] bad allocation
Replies: 15
Views: 5993

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

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