Search found 272 matches

by Recon777
Tue Feb 11, 2025 5:39 am
Forum: Not a bug
Topic: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
Replies: 6
Views: 425

Re: [2.0.32] Spidertron construction bots on Nauvis do not behave properly

Though it does make me wonder why all your bots will happily pick up the entire chests and all its contents quickly if you deconstruct the chest. And none of this affects your own personal construction bots. Just that of the spidertron. I've never had any performance hits due to the unfulfilled ...
by Recon777
Mon Feb 10, 2025 11:02 pm
Forum: Not a bug
Topic: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
Replies: 6
Views: 425

Re: [2.0.32] Spidertron construction bots on Nauvis do not behave properly

Oh... wow... :shock:

Yeah those were from a blueprint being laid down. I had no idea unfulfilled module requests would cause this behavior. Is that intended behavior or is it a bug?

I'm grateful to know the cause! Thanks!
by Recon777
Mon Feb 10, 2025 2:06 pm
Forum: Not a bug
Topic: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
Replies: 6
Views: 425

Re: [2.0.32] Spidertron construction bots on Nauvis do not behave properly

See attached save file.
I've queued up the transfer of a lot of rockets from a spidertron to a steel chest. It's right next to the player so you should be able to see it as soon as you load up. Thanks for looking into this!

PS: There is a spidertron on Fulgora parked next to a chest where you can ...
by Recon777
Mon Feb 10, 2025 12:24 pm
Forum: Not a bug
Topic: [2.0.32] Spidertron construction bots on Nauvis do not behave properly
Replies: 6
Views: 425

[2.0.32] Spidertron construction bots on Nauvis do not behave properly

Hi everyone. I've got a strange problem with spidertrons on Nauvis. I can't get them to insert items into chests or pull items from chests quickly using their construction bots and personal roboports. Only one bot activates and there is considerable delay between actions. This works FINE on my ...
by Recon777
Wed Jan 15, 2025 7:22 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 323
Views: 192774

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Can someone point me to the full documentation for this mod? I'm having trouble finding it.
Thanks.
by Recon777
Thu Aug 06, 2020 8:53 pm
Forum: Releases
Topic: Version 0.18.43
Replies: 8
Views: 10065

Re: Version 0.18.43

Did they fix the bug where if you use a deconstruction planner that is inside your blueprint library but linked to your hotbar... crashes the game?
by Recon777
Sun Aug 02, 2020 12:15 pm
Forum: Releases
Topic: Version 0.18.40
Replies: 4
Views: 8435

Re: Version 0.18.40

Was the deconstruction planner bug fixed?
by Recon777
Fri Mar 20, 2020 1:26 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 110480

Re: Friday Facts #339 - Beacon HR + Redesign process

I've never liked beacon spam. When half your base's real estate is taken up by beacons, I think that looks terrible, no matter what the unit itself looks like. This is probably the main reason I don't use them. Because you need so many and their range is so short.
by Recon777
Sat Dec 28, 2019 1:12 am
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 63979

Re: Friday Facts #327 - 2020 Vision

Regarding tutorials and progression, wouldn't it make more sense for the tutorial to simply send the player through 10-5 minutes of each important phase of the game?
by Recon777
Fri Oct 11, 2019 11:46 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 36745

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

Regarding the non-colliding biters: Doesn't this also mean that an entire swarm could overlap onto a tiny space and attack through a choke point with the same effectiveness as if the choke point wasn't there?
by Recon777
Sat Jul 20, 2019 6:04 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 67369

Re: [MOD 0.17] Deadlock's Crating Machine

Honestly, if we could just walk through pipes that'd cover about 80% of Squeakthrough's usefulness. Pipes are the main culprit because they tend to form hook-shaped figures that are impassible, often "catching" you as you run by.
by Recon777
Fri Jul 12, 2019 1:48 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 67369

Re: [MOD 0.17] Deadlock's Crating Machine


But it does all of this relatively early, during its data-updates stage. If you're adding new entities later than that, e.g. in data-final-fixes - as recommended for DCM and DSB, because you need to catch all the item and tech creation from a slew of other mods - then you end up in a situation ...
by Recon777
Thu Jul 11, 2019 4:23 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 67369

Re: [MOD 0.17] Deadlock's Crating Machine

There seems to be an issue with the bounding box of our higher tier crating machines. Squeakthrough isn't playing nice with it for some reason, though I'm not yet sure what is the root of the issue.

https://cdn.discordapp.com/attachments/215347798533472256/598456401169219601/unknown.png

I was ...
by Recon777
Mon Apr 22, 2019 2:47 am
Forum: Ideas and Suggestions
Topic: Allow editing of blueprint icons within the library
Replies: 0
Views: 1092

Allow editing of blueprint icons within the library

TL;DR
Please let us edit the blueprint icons from within the blueprint library similar to how we can for blueprints physically in our inventory.


What ?
Currently, in the blueprint library, we cannot change the icons which visually represent the blueprint. See image below:

https://i.imgur.com ...
by Recon777
Sat Apr 13, 2019 12:51 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 67369

Re: [MOD 0.17] Deadlock's Crating Machine


To be honest, we don't use the crating machines to get more items onto a single belt. We use them in conjunction with logistics bots [snip]

When I first made this mod, I asked the devs to give us an event or parameter which blocked bots from picking up specific items, so I could block them from ...
by Recon777
Fri Apr 12, 2019 5:29 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 67369

Re: [MOD 0.17] Deadlock's Crating Machine


Pawz did most of the coding, but from our discussions, the impression I got was that there was no other way to do it because your base mod doesn't expose any functions that could add tiers.


I just gave you a better way. Deepcopy the tier 1 machine and edit only the parameters you need to.

I'm ...
by Recon777
Fri Apr 12, 2019 4:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.29] Game crashed while trying to make a blueprint
Replies: 23
Views: 12571

Re: [0.17.29] Game crashed while trying to make a blueprint

Mine crashed when I passed my mouse over a blueprint book that was linked in my taskbar.
Just a mouseover was enough to do it. Didn't even click on it or anything.
by Recon777
Fri Apr 12, 2019 12:16 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 67369

Re: [MOD 0.17] Deadlock's Crating Machine



The upgrade planner doesn't work with these.

Crating Machine 1 becomes an Assembling Machine 2
Just need to add the upgrade planner definitions.

We've fixed it in our Bob-integration mod, if you want to just copy over the code into the base.
Also made them their own subgroup in the build menu ...
by Recon777
Fri Apr 12, 2019 3:03 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 67369

Re: [MOD 0.17] Deadlock's Crating Machine

The upgrade planner doesn't work with these.

Crating Machine 1 becomes an Assembling Machine 2
Just need to add the upgrade planner definitions.

We've fixed it in our Bob-integration mod, if you want to just copy over the code into the base.
Also made them their own subgroup in the build menu ...
by Recon777
Wed Apr 10, 2019 7:46 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 67369

Re: [MOD 0.17] Deadlock's Crating Machine

Deadlock989 wrote: Wed Apr 10, 2019 12:23 am shanemadden might take a look at it if you ask him nicely. I'm way too far gone to run around after Bob.
I fixed the recipe issue, though I'll have to dig a bit to learn how to fix the speed.
I don't suppose you could expose an add tiers function in your mod so other mods could add more machines?

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