Search found 22 matches

by IG2
Tue Nov 12, 2024 12:47 pm
Forum: Duplicates
Topic: [2.0.15] Agricultural Tower destroying Ghosts
Replies: 1
Views: 198

[2.0.15] Agricultural Tower destroying Ghosts

Ghosts inside the range of Agricultural Towers, which are on farmable tiles, will get destroyed/replaced by the Tower planting Seeds:

https://www.twitch.tv/teammacintyre/cli ... zTTPYCyJZs
by IG2
Sun Aug 18, 2024 3:31 pm
Forum: News
Topic: Friday Facts #424 - Gleba Pentapod Enemies
Replies: 205
Views: 52879

Re: Friday Facts #424 - Gleba Pentapod Enemies

As others already pointed out, getting rid of peaceful mode does sound annoying and feels a little like a step back to old alien drops. Other than that I like the design.
The Stomper should definitely feel more "heavy" that it looks like now. Something like slower leg acceleration and impact when ...
by IG2
Sun Jun 30, 2024 8:52 am
Forum: News
Topic: Friday Facts #417 - Space Age development
Replies: 103
Views: 33676

Re: Friday Facts #417 - Space Age development

"Notice, that each of the outputs is 8 stacked "

So do stacks now go up to 8?
FF393 was talking about being maxed at 4.
by IG2
Mon Mar 04, 2019 8:04 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 46283

Re: Version 0.17.5




Balancing

Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels.



for older savegames too?

Yes, I specifically made a change to prevent breaking older ...
by IG2
Mon Nov 05, 2018 2:06 am
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 56368

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

"After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically grab 3 inserters and build all 3 quickly in series."

I always asked my selnfe: "Why are able Robots to carry multiple items/buildings but unable to build ...
by IG2
Sun Jan 07, 2018 2:29 pm
Forum: Minor issues
Topic: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)
Replies: 38
Views: 23539

Re: Fps and sometimes UPS issues when playing

I had the same issue when aving V-Sync ON. Flip[ON] was getting crazy.

Now with V-Sync OFF its seems to be better (at least for the last 15 minutes) but I will reply if i notice something.

Edit1: Just after posting Flip[OFF] stared acting weird again. It went up above 40.


PS: Using GTX 1080 Ti
by IG2
Wed May 17, 2017 8:26 am
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 175046

Re: Bugs and problems

I found the Problem with the increased crafting times:
5dims core
data-updates.lua
line 62:
if item.energy_required == nil or item.energy_required == 0 then item.energy_required = 1 end

changed to 0.5 and now it works again
by IG2
Mon May 15, 2017 12:31 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 175046

Re: Bugs and problems

Thanks for fixing the Pumpjacks!

Sind last updating your Mods, I suddenly have the problem that Copperwires, Assemby Machines and other items have doubled craftig time when i have 5dim enabled. Is this intentional? And if so, how can I change this, because it ruins so many facory desings?
by IG2
Tue May 02, 2017 4:55 pm
Forum: Not a bug
Topic: [0.15.x / 4] Blueprints not saving logic settings
Replies: 6
Views: 2410

Re: [0.15.x / 4] Blueprints not saving logic settings

I just created an exaple:
When I have the 1. left Belt and let the Bots build Splitters and logic Belts with cables into the fre spaces the saved blueprint proberties will be applied to the new Belts.
When there are only free spaces for the Splitters, the Belts will become Belts with cables, but ...
by IG2
Tue May 02, 2017 4:37 pm
Forum: Not a bug
Topic: [0.15.x / 4] Blueprints not saving logic settings
Replies: 6
Views: 2410

Re: [0.15.x / 4] Blueprints not saving logic settings

If I only remove the spaces for the Splitters on an old 4 Belt (like the Picture above) and let my Bots override the existing Belts to give them their logic.
If I remove the whole 4*9 Segmet and built everything new it works.
by IG2
Tue May 02, 2017 4:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.6] Sprite rectangle outside the actual sprite
Replies: 23
Views: 18677

Re: [0.15.6] Sprite rectangle outside the actual sprite

I gote the same Error as apriori just postet. Even the sime sprite (oil refinery).

EDIT: Removeing all Mods and reinstalling them from inside the game fixed the Bug for me.
by IG2
Sun Apr 30, 2017 2:07 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 175046

Re: Bugs and problems

Thank you so much for updating your Mods to 0.15!

Sadly the MK2 and MK3 Punpjacks seem to have no output specified, so they wont fill connected Pipes.

Thanks in advance for looking into it!
by IG2
Sun Apr 30, 2017 11:01 am
Forum: Not a bug
Topic: [0.15.x / 4] Blueprints not saving logic settings
Replies: 6
Views: 2410

[0.15.x / 4] Blueprints not saving logic settings

I used Cables to decide if my Belt is allowed to output Items or not and created a Blueprint.
After letting the Blueprint be built by Robots it seems kinda random if the settings get pasted or not.
One time all settings were coppied correctly but most of the times some belts are just at standard ...
by IG2
Wed Nov 09, 2016 6:19 pm
Forum: Modding discussion
Topic: Creating an event/function
Replies: 10
Views: 3907

Re: Creating an event/function

bobingabout wrote:Change your loop structure so it doesn't drop out after performing the first buildtoggle.
And how would you do that?
by IG2
Tue Nov 08, 2016 5:04 pm
Forum: Modding discussion
Topic: Creating an event/function
Replies: 10
Views: 3907

Re: Creating an event/function

Thank you very much!

It kinda works now (performance is much better now while only scanning).
Sadly I didnt recognise earlier that this change also reduces the buildToggle and demoToggle to once a second. I thought it would build/deconstruct everything it found as fast as before but only check for ...
by IG2
Tue Nov 08, 2016 4:31 pm
Forum: Modding discussion
Topic: Creating an event/function
Replies: 10
Views: 3907

Re: Creating an event/function

Thanks for your help!

Sadly the changes didnt worged out as i hoped. I tried to increase a Mods performance (up to 23 ms) by reducing the amount of scriptupdates to 1/60 (once a seceond istead of once a tick) but it seems like my Lua understanding is not good enough.
I attached my modified control ...
by IG2
Tue Nov 08, 2016 1:28 am
Forum: Modding discussion
Topic: Creating an event/function
Replies: 10
Views: 3907

Creating an event/function

Hello there!

This question might sound stupid but how do I create event/function which only happens every 60 ticks?

Thanks!
by IG2
Sat Oct 29, 2016 11:54 am
Forum: Mods
Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
Replies: 17
Views: 12810

Re: [MOD 0.14] Hacked Splitters - bring balance to the belts

It´s nice to see you adding support for Bobs Mod.
I still have a request: would it be very hard to support 5dims Mod? Ich use 5 dim mainly in my Multiplayer Sessions and we would love to use your Splitters on the higher tiers.

Greeting!
by IG2
Thu Mar 31, 2016 6:44 am
Forum: Bob's mods
Topic: Bobplates Tin Masher 5dim incopatibility
Replies: 9
Views: 7329

Re: Bobplates Tin Masher 5dim incopatibility

It seems I solved the bug by replacing every "5d_tin_plate" inside the Mods folder by "tin_plate" like it is used in your Mods.
by IG2
Thu Mar 31, 2016 6:04 am
Forum: Bob's mods
Topic: Bobplates Tin Masher 5dim incopatibility
Replies: 9
Views: 7329

Re: Bobplates Tin Masher 5dim incopatibility

OK, thanks.
But is it possible to reduce those 2 items to only one like with ores, which are working fine?

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