Search found 7 matches

by mcc1903
Wed Apr 29, 2020 10:09 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86559

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.
by mcc1903
Sun Apr 26, 2020 2:24 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse 1.0 (Pre-Alpha)
Replies: 115
Views: 86559

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.
by mcc1903
Fri Nov 09, 2018 6:11 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 503221

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.
by mcc1903
Mon Jul 04, 2016 8:14 am
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 56846

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.
by mcc1903
Sun Jul 03, 2016 9:36 am
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 56846

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 local f...
by mcc1903
Sat Jul 02, 2016 9:17 am
Forum: Mods
Topic: [MOD 0.12.26] Laser Beam Turret
Replies: 99
Views: 56846

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 remov...
by mcc1903
Fri Jul 01, 2016 6:10 pm
Forum: Mods
Topic: [MOD 0.12.x] Electricity by XyLe
Replies: 23
Views: 14505

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

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