Search found 19 matches

by IG2
Mon Mar 04, 2019 8:04 pm
Forum: Releases
Topic: Version 0.17.5
Replies: 83
Views: 39900

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 save games just b...
by IG2
Mon Nov 05, 2018 2:06 am
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 47115

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...
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Topic: Fps and sometimes UPS issues when playing 0.16 (outdated in 0.17)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: 18770

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: 144891

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: 144891

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: 1896

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 the...
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: 1896

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: 15940

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: 144891

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: 1896

[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 set...
by IG2
Wed Nov 09, 2016 6:19 pm
Forum: Modding discussion
Topic: Creating an event/function
Replies: 10
Views: 3157

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: 3157

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 s...
by IG2
Tue Nov 08, 2016 4:31 pm
Forum: Modding discussion
Topic: Creating an event/function
Replies: 10
Views: 3157

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.l...
by IG2
Tue Nov 08, 2016 1:28 am
Forum: Modding discussion
Topic: Creating an event/function
Replies: 10
Views: 3157

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: 11191

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: 6448

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: 6448

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?
by IG2
Thu Mar 31, 2016 12:16 am
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 144891

Re: Bugs and problems

First of alll: Thaks for those greate Mods! Now my Problem: I just startet using the Bob-Modpack and I am not able to build a standard Masher because of some small Tinplate incompatibility. I have Tin plates marked as "bobplates" but it seems like my Masher doesnt want those plates. I can ...
by IG2
Thu Mar 31, 2016 12:01 am
Forum: Bob's mods
Topic: Bobplates Tin Masher 5dim incopatibility
Replies: 9
Views: 6448

Bobplates Tin Masher 5dim incopatibility

Hello Guys! I just startet using the Bob-Modpack and ran into a Problem: I am not able to build a standard Masher besaue of some small Tinplate incompatibility. I habe Tin plates markes as "bobplates" but it seems like i my Masher doesnt want those plates. I can also find other Tin plates ...

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