Search found 12 matches

by SirFloIII
Wed Apr 08, 2020 1:49 pm
Forum: Modding help
Topic: How to reset the color of a car after player exits?
Replies: 4
Views: 218

Re: How to reset the color of a car after player exits?

I see. I didn't realize I could set the color to 0 alpha and thought I had to turn this off via another bool or something.

Thank you very much!

Yours, Flo
by SirFloIII
Tue Apr 07, 2020 11:50 pm
Forum: Modding help
Topic: How to reset the color of a car after player exits?
Replies: 4
Views: 218

How to reset the color of a car after player exits?

Hello everyone. In the last few days I have created a mod that adds the Brutus , a car with the driver visible. Right now I am modeling the driver. My plan is to use the color layer (the one with "apply_runtime_tint = true") to add the driver if a player is actually in the car. However - I think sin...
by SirFloIII
Fri Apr 19, 2019 2:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.32] Personal Roboports in Automatic Trains not working as expected
Replies: 5
Views: 1016

Re: [0.17.32] Personal Roboports in Automatic Trains not working as expected

Not deploying robots from a train in automatic mode makes sense (it could leave at any time and be out of range way before the recalled robots make it back). It doesn't tho, properly using the "No Robots are deployed" Condition to for example build a train that goes around the defensive walls and r...
by SirFloIII
Thu Apr 18, 2019 7:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.32] Personal Roboports in Automatic Trains not working as expected
Replies: 5
Views: 1016

[0.17.32] Personal Roboports in Automatic Trains not working as expected

What did you do? I installed the Vehicle Grid Mod, and placed personal roboports, bots and fusion reactors as well as construction materials into a cargo wagon. I then sent the train in automatic mode on its way to a blueprint. What happened? The bots won't build if the train is in automatic mode, ...
by SirFloIII
Fri Oct 13, 2017 8:09 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 32634

Re: Friday Facts #212 - The GUI update (Part 1)

If you are reworking the Train GUI anyway, could you add GOTOs in the train shedule based on alternative leave conditions? This would be so nice.
by SirFloIII
Mon May 15, 2017 11:00 pm
Forum: General discussion
Topic: Does anyone even use rocket launcher or landmines?
Replies: 19
Views: 4106

Re: Does anyone even use rocket launcher or landmines?

Landmines are quite good if you are biterhunting with a Tank. Place them in a line some place some distance from a spawner cluster, drive to the cluster, shoot some spawners and when you tank HP get low, drive back to the Landmines and all the trailing biters go boom.
by SirFloIII
Wed Feb 08, 2017 10:23 pm
Forum: General discussion
Topic: Crafting speed math
Replies: 16
Views: 15955

Re: Crafting speed math

In my calculations i use the quantities "nominal crafting time" and "real crafting time". the conversion between the two is just the crafting speed.
by SirFloIII
Thu Jan 05, 2017 1:08 am
Forum: Ideas and Suggestions
Topic: Rocket Score in Server List
Replies: 0
Views: 266

Rocket Score in Server List

I was just looking through the servers with the most playtime to visit some megabases. There it occured to me that if I could sort by Rockets launched, I could get to see only actuall megabases, since like half of them are just servers where the admin forgot to turn on the pause on empty server opti...
by SirFloIII
Mon Mar 28, 2016 9:08 pm
Forum: General discussion
Topic: How I sort of wish this was a Warhammer 40k game
Replies: 18
Views: 5187

Re: How I sort of wish this was a Warhammer 40k game

to be honest, this sounds like a not impossible and neat mod idea.
by SirFloIII
Sun Mar 27, 2016 11:35 pm
Forum: General discussion
Topic: How do you clearly describe circuit networks in forum posts?
Replies: 11
Views: 2898

Re: How do you clearly describe circuit networks in forum posts?

I guess the best way to describe it is by just stating what it does and then stating how you encode the things. The rest is pretty straight forward to figure out.
by SirFloIII
Wed Mar 16, 2016 9:16 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Railways Core 0.6.20 (f0.16.0+)
Replies: 168
Views: 82146

Re: Yuoki Industries - Railways Core 0.0.6 (f0.12.11+)

Hey, Yuoki. I installed the Railway Core mod and 2 of the add-ons, but when I want to open a savegame or start a new game I get following error message: __yi_railway__/control.lua:4: attempt to index global 'script' (a nil value) This is my modlist, in case it is relevant. https://imgur.com/7BZEAUR ...

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