Search found 15 matches

by kisPocok
Wed Mar 23, 2016 8:18 am
Forum: Modding help
Topic: keeping track of time
Replies: 18
Views: 7723

Re: keeping track of time

Zeblote wrote:But you can already do that with game.tick, 60 ticks = 1 second.
Does it depend on the computer speed? (sorry for the noob question)
by kisPocok
Tue Mar 22, 2016 4:49 pm
Forum: Modding help
Topic: keeping track of time
Replies: 18
Views: 7723

Re: keeping track of time

Why do you want access to the operating system time in a mod? I don't see how that could be useful in any way. I'm making a voting system which has time limits. It has to be countdown from T-5 minutes. Secondly, I would like to save the player's connection time to determinate the current playtime. ...
by kisPocok
Tue Mar 22, 2016 12:42 pm
Forum: Modding help
Topic: keeping track of time
Replies: 18
Views: 7723

Re: keeping track of time

+1 for the topic. We shoul have at least one timestamp.
by kisPocok
Tue Mar 22, 2016 10:24 am
Forum: Modding help
Topic: Wiki tutorial by FreeER
Replies: 32
Views: 29585

Re: Wiki tutorial by FreeER

It would be nice to have a GUI example as well. It's hard to find working examples.
by kisPocok
Sun Mar 20, 2016 9:13 pm
Forum: Multiplayer
Topic: [EU] Server Looking for people
Replies: 77
Views: 23440

Re: [EU] Server Looking for people

Could I join? It would be a pleasure for me! :)
by kisPocok
Sun Mar 20, 2016 9:11 pm
Forum: Multiplayer
Topic: [EU][0.13.6][Dedicated] pve.flsw.io
Replies: 89
Views: 25280

Re: [EU|MOD|0.12.27] flsw.io

Someone just ruined our game. Could you make a fresh start?
by kisPocok
Fri Jun 27, 2014 1:46 pm
Forum: Show your Creations
Topic: How to Teach your Factory Building Codes
Replies: 21
Views: 18256

Re: How to Teach your Factory Building Codes

Mind blown. I didn't get it first time. But I will build it (maybe try to build? ;) )
by kisPocok
Thu Jun 26, 2014 9:50 am
Forum: Mods
Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
Replies: 112
Views: 70031

Re: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !

Hi,

I couldn't enter your wiki on github. Please, let me in to read the manual :)
by kisPocok
Thu Jun 26, 2014 9:45 am
Forum: Mods
Topic: [MOD 0.11.x+] Straight Pipes - Easier liquid handling
Replies: 17
Views: 18685

Re: [MOD 0.10.x+] Straight Pipes - Easier liquid handling

Wow, extremly helpful. Please, make it built-in feature to the game.
by kisPocok
Wed Jun 25, 2014 6:05 am
Forum: Show your Creations
Topic: Optimized: 26x Advanced Circuite AM
Replies: 4
Views: 5622

Re: Optimized: 26x Advanced Circuite AM

Robbedem wrote:Why did you put so many fast inserters to feed the Advanced Circuit factories with copper cable? Are you using speed modules?
It might be overkill, but looks awesome! :) Nope, I'm using green modules. The whole pack with -80% module cards, consume ~3mW.
by kisPocok
Tue Jun 24, 2014 9:00 pm
Forum: Show your Creations
Topic: Optimized: 26x Advanced Circuite AM
Replies: 4
Views: 5622

Re: Optimized: 26x Advanced Circuite AM

Sander Buruma wrote:are all the assemblers working at 100% of capacity 100% of the time?
Yes, if you can feed them. First time I tried with long handed inserter (the red one), and they couldn't unload the goods.
by kisPocok
Tue Jun 24, 2014 7:50 pm
Forum: Show your Creations
Topic: Optimized: 26x Advanced Circuite AM
Replies: 4
Views: 5622

Optimized: 26x Advanced Circuite AM

Hi everyone,

Let me introduce my Advanced Circuit (aka Red Circuit) conveyor belt manufacture.

Image

Enjoy,

kisPocok
by kisPocok
Sat Jun 21, 2014 7:49 am
Forum: Mods
Topic: [MOD 0.17.xx] TimeButtons v0.3.7
Replies: 101
Views: 119915

Re: [MOD 0.10.x] TimeButtons v0.1.0

Hi! How to install this on Mac? Thanks.
by kisPocok
Fri Jun 20, 2014 11:10 pm
Forum: Technical Help
Topic: Scenario pack
Replies: 3
Views: 6883

Re: Scenario pack

I have the same problem. Updated the game to 0.10, then upgraded my plan (to Furnace Attendant) and I can't start to play with it. The scenario pack version is 0.9.8. I'm using the mac build.

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