Search found 55 matches
- Fri Apr 05, 2024 3:02 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 137
- Views: 13793
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
For me personally the biggest issue with the list of items is their order and finding the particular item in them. So I would try to group and sort the items in the list similar to the crafting menu/combinator picker so the order is more consistent across the game. +1 That is also my idea, which le...
- Thu Dec 21, 2023 10:58 am
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 25469
Re: Friday Facts #389 - Train control improvements
How does this work with LTN ? I have to say, I also love trains and LTN is a game changing mod which I'm no sure I could live without. It doesn't quite do all the things you've shown here, but in some ways it also does more.
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- Tue Aug 24, 2021 8:11 am
- Forum: Logistic Train Network
- Topic: Complex rail setup and LTN
- Replies: 7
- Views: 2600
Re: Complex rail setup and LTN
How do you make a one-way circle.. Is that by putting signals on just one side ?
- Wed Mar 24, 2021 12:36 pm
- Forum: Logistic Train Network
- Topic: Complex rail setup and LTN
- Replies: 7
- Views: 2600
Re: Complex rail setup and LTN
It's not LTN specifically, apart from the fact that LTN allows the trains to dynamically visit stations based on requirement. This is about the sequencing of signals and allowing stuff to move about a rail network without blocking itself (38 trains, 106 stations :D - although that includes multiple ...
- Wed Mar 24, 2021 9:17 am
- Forum: Logistic Train Network
- Topic: Complex rail setup and LTN
- Replies: 7
- Views: 2600
Re: Complex rail setup and LTN
The problem is that the rail network has about 30 LTN stops on it, with 10 bi-directional trains which all return to the depots. I think I was trying to be careful and not use too many signals, but I grabbed the RailSignalPlanner and was suprised that it painted about 60-70 chain signals all over th...
- Mon Mar 22, 2021 5:46 pm
- Forum: Logistic Train Network
- Topic: Complex rail setup and LTN
- Replies: 7
- Views: 2600
Complex rail setup and LTN
I have quite a large rail network, and I'm using LTN. I get to a situation where all the trains just sit there like they;re waiting for things to happen. I understand the rail signals, but when you end up with a complex network, it doesn't matter how many you add, you either get everything waiting a...
- Fri Feb 26, 2021 1:24 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Pollution detector
- Replies: 42
- Views: 50304
Re: [MOD 0.18.X] Pollution detector
Also just realised the result is wrong. I noticed that there was an update from the original developer about /60, and in fact I'm seeing the number as begin 60 times bigger than it should be.
- Fri Feb 26, 2021 12:47 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Pollution detector
- Replies: 42
- Views: 50304
Re: [MOD 0.18.X] Pollution detector
That mod crashes as it's not named properly in the json file.
The file should be called pollution-detector_0.1.0.zip, and the directory inside it should be named the same (without .zip). Could you not post this as a mod on the mod portal, with a note to deprecate if the original author updates ?
The file should be called pollution-detector_0.1.0.zip, and the directory inside it should be named the same (without .zip). Could you not post this as a mod on the mod portal, with a note to deprecate if the original author updates ?
- Mon Feb 08, 2021 12:58 pm
- Forum: Ideas and Suggestions
- Topic: Dragging for circuits
- Replies: 5
- Views: 1239
Dragging for circuits
You've added a number of dragging features, but you still need to install circuits by clicking each item. This is especially long-winded is stretching circuits across a long line of poles to reach from one side of a factory to another.
Could you introduce circuit dragging (at least for power poles) ?
Could you introduce circuit dragging (at least for power poles) ?
- Sat Aug 29, 2020 6:54 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1208850
Re: Bugs & FAQ
In 0.11.14, biters were turned off, but there was a setting to re-enable. In 0.11.16, that setting seems to have disappeared, but biters are still disabled. How do I re-enable biters, pollution etc ? This was changed and is more transparently handled via the map generation settings. You have to con...
- Sat Aug 29, 2020 4:32 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1208850
Re: Bugs & FAQ
In 0.11.14, biters were turned off, but there was a setting to re-enable. In 0.11.16, that setting seems to have disappeared, but biters are still disabled. How do I re-enable biters, pollution etc ?
- Fri Aug 21, 2020 3:14 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1208850
Re: Bugs & FAQ
I have never had anything but good things to say for these mods.. until now. This option is just stupid !! Why remove biters AND pollution by default ?? I get having the option there, but the default should be to have the same gameplay as vanilla. I hadn't realized that this was a setting, and thou...
- Sun Aug 02, 2020 8:56 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1208850
Re: Bugs & FAQ
My pollution production is gone after server + mod update. With selective disabling of mods, I figured out it happens when angels-refining 0.11.15 is active. Please tell wheter this is already known or what I should provide more Latest version of Refining turns off biters, pollution, and evolution....
- Fri Apr 10, 2020 2:42 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 530129
Re: [MOD 0.14] AAI Programmable Vehicles
Just getting into AAI for the 1st time with 0.18, and I seem to have got most of it down, but can't get it to find enemy structures. To test it, I've fed a tile scanner into a simple count, and it's just not finding anything. Anyone got any idea what I'm doing wrong ? Here's my simple blueprint: 0eN...
- Fri Apr 10, 2020 11:54 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 107753
Re: [MOD 0.14] AAI Programmable Structures
Just getting into AAI for the 1st time with 0.18, and I seem to have got most of it down, but can't get it to find enemy structures. To test it, I've fed a tile scanner into a simple count, and it's just not finding anything. Anyone got any idea what I'm doing wrong ? Here's my simple blueprint: 0eN...
- Sun Feb 18, 2018 10:43 am
- Forum: Angels Mods
- Topic: How to get uranium?
- Replies: 4
- Views: 3878
Re: How to get uranium?
Yeah, if you use those 2 mods then it disables naturally occuring uranium. You can use the slag processing stream to make it, or create it as above.
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- Sat Feb 17, 2018 5:35 pm
- Forum: Bob's mods
- Topic: Fluid Wagon splitting
- Replies: 13
- Views: 5930
Re: Fluid Wagon splitting
That sounds like doing the same as the previous way, but using a different mechanic. I would work for me Now someone just has to build it - lol
Yuoki has a small set of carriages, but not ones for fluid
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Yuoki has a small set of carriages, but not ones for fluid
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- Thu Feb 15, 2018 3:44 pm
- Forum: Bob's mods
- Topic: Fluid Wagon splitting
- Replies: 13
- Views: 5930
Re: Fluid Wagon splitting
I don't think it's a graphic issue, as the current graphic is made of 3 tiles, each 2 blocks in size. This makes the fluid wagon 8 blocks (1connector-6tank-1connector). I guess the question is whether you could create 2 smaller waggons, c-tt-c, which would be exactly half the size of a regular wagon...
- Thu Feb 15, 2018 11:04 am
- Forum: Bob's mods
- Topic: Fluid Wagon splitting
- Replies: 13
- Views: 5930
Re: Fluid Wagon splitting
I was thinking about 3 small wagons, 1/3 the size of a normal one. This would allow you to have 3 different fluids (or as many as you need). The alternative is if you have to have 3 full-size wagons, then your train is going to be a mile long (which then means my small outposts have to be much large...
- Thu Feb 15, 2018 9:30 am
- Forum: Bob's mods
- Topic: Fluid Wagon splitting
- Replies: 13
- Views: 5930
Fluid Wagon splitting
Back in 0.15, you could split a single fluid wagon into 3, which was nice because then you could move 3 fluids around without having a mile long train. It looks like they have removed this, but it also looks like some of the code for this is still in your mod. Is there some way to get this feature b...