Search found 7 matches
- Wed Apr 29, 2020 10:09 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 104800
Re: Nauvis Post Collapse (16GB ram minimum required)
Disabling clouds, item shadows, animated water and trees solved my fps problems. Not sure which one i turned all of them off at once as i don't care much about them.
- Sun Apr 26, 2020 2:24 pm
- Forum: Maps and Scenarios
- Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
- Replies: 115
- Views: 104800
Re: Nauvis Post Collapse (16GB ram minimum required)
I really loved the details of this map and the size really fascinated me.
However regular FPS drops and failing to start it as a scenario bugs me a bit.
I put the files at scenarios folder but it is listed as "Freeplay" for some reason.
Thanks again for the detailed work.
However regular FPS drops and failing to start it as a scenario bugs me a bit.
I put the files at scenarios folder but it is listed as "Freeplay" for some reason.
Thanks again for the detailed work.
- Fri Nov 09, 2018 6:11 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1961
- Views: 701114
Re: Simple Questions and Short Answers
Hi,
i checked reddit and forums and learned that only way to make all active requester chests to request from buffer chests is via a script which will change all requester chests one by one.
However even if that script exists i couldn't find it.
i checked reddit and forums and learned that only way to make all active requester chests to request from buffer chests is via a script which will change all requester chests one by one.
However even if that script exists i couldn't find it.
- Mon Jul 04, 2016 8:14 am
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 63692
Re: [MOD 0.12.26] Laser Beam Turret
The code Klonan posted worked perfectly and i used it to remove/fix some mods too, like replacing rails on logistics railway.
I am surprised that i am the first one to ask something like this but as the solution is easy and doesn't take much time it isn't anything major.
I am surprised that i am the first one to ask something like this but as the solution is easy and doesn't take much time it isn't anything major.
- Sun Jul 03, 2016 9:36 am
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 63692
Re: [MOD 0.12.26] Laser Beam Turret
Hi,
You can run this script in 0.12 with the mod enabled:
/c
for k, s in pairs (game.surfaces) do
for c in s.get_chunks() do
for key, b in pairs(s.find_entities_filtered({area={{c.x * 32, c.y * 32}, {c.x * 32 + 32, c.y * 32 + 32}}, name = laser-turret-purple"})) do
local p = b.position ...
- Sat Jul 02, 2016 9:17 am
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 63692
Re: [MOD 0.12.26] Laser Beam Turret
hi,
first: thnx for this amazing mods, vanilla laser animations are kinda boring.
but when i try to use it on 0.13 it removes all my laser turrets for some reason. i used 0.1.4 on 0.12 and just replaced it with the one i downloaded from mod portal.
also i also want to know if there is a way to ...
first: thnx for this amazing mods, vanilla laser animations are kinda boring.
but when i try to use it on 0.13 it removes all my laser turrets for some reason. i used 0.1.4 on 0.12 and just replaced it with the one i downloaded from mod portal.
also i also want to know if there is a way to ...
- Fri Jul 01, 2016 6:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Electricity by XyLe
- Replies: 23
- Views: 16406
Re: [MOD 0.12.x] Electricity by XyLe
Anyone planning to make this 0.13 compatible?
i knew i should have built a seperate mega accu/solar base and shouldn't use anything out of vanill at my outposts but i think it's too late for that
i knew i should have built a seperate mega accu/solar base and shouldn't use anything out of vanill at my outposts but i think it's too late for that