Search found 106 matches

by Vin
Tue Aug 11, 2015 3:15 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 305754

Re: [0.12.2+] SmartTrains 0.3.6

I'm hesitating updating to 0.3.6 because I'm wondering if it will break my oil network. I currently have oil tanks at outposts connected to the smart stop so that when they are empty (but the train is not full), the train leaves. With the stop throwing the contents of the train onto the network, usi...
by Vin
Mon Aug 10, 2015 1:19 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 305754

Re: [0.12.2+] SmartTrains 0.3.5

It sounds like to me you're putting the smart stop in the wrong place. If you only have one train, then it's fairly simple to put a smart stop at the unload and just have the train sit at unload until coal < 8000. If you have multiple trains, you'll have to use an exit stacker. For example, your sch...
by Vin
Sun Aug 09, 2015 10:17 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 305754

Re: [0.12.2+] SmartTrains 0.3.5

If I was going to design an outpost system for resupply, I would probably do the reverse. I would have a small train (likely even a 1-1-1) sitting at each outpost. When the train becomes low in something from inserters taking out of it to supply the outpost, and the stop would send the train to a st...
by Vin
Sun Aug 09, 2015 8:56 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 305754

Re: [0.12.2+] SmartTrains 0.3.5

Just wanted to post with an endorsement - Smart Trains does exactly what it says on the tin and is amazing. Certainly sets a high bar for the base game in 0.13! @Choumiko: You might want to mention in the OP somewhere that ST works by messing with the manual/automatic train modes. It didn't cause a ...
by Vin
Sun Aug 09, 2015 12:36 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 305754

Re: [0.12.2+] SmartTrains 0.3.5

Choumiko wrote:Updated to 0.3.5 ...
Smart Trains, with bonus Smart Train Stops?

Love the update. Going to work wonders on needless trains causing congestion.

Ninja edit: Does connecting the wire directly from the lamp to the stop work also? Or does it use the old style of requiring the pole?
by Vin
Sat Aug 08, 2015 5:36 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 305754

Re: [0.12.2+] SmartTrains 0.3.4

Do I need to hard reset the mod to get the toggle to work? And it's line 69 of control.lua, yeah? Yeah, control.lua. No hard reset should be needed. And while you're at it, change line 421 in Train.lua to if s then self.train.carriages[1].surface.create_entity({name="flying-text", positio...
by Vin
Sat Aug 08, 2015 4:42 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 305754

Re: [0.12.2+] SmartTrains 0.3.4

Do I need to hard reset the mod to get the toggle to work?

And it's line 69 of control.lua, yeah?
by Vin
Sat Aug 08, 2015 10:07 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 305754

Re: [0.12.2+] SmartTrains 0.3.4

Using version 0.3.4 - toggleFlyingText seems to have no effect on the actual text displayed on the trains at stations. I'm assuming this is what it's supposed to affect? The UI gives me a true/false toggle when I enter the console command, but nothing seems to change.
by Vin
Sat Aug 08, 2015 3:06 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 125363

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

I'm using 1.0.2 (yes, I'm a lazy updater), and I was able to build colored trains without researching the Colored Trains technology. Not really a big deal, but kinda wonky.
by Vin
Fri Aug 07, 2015 4:03 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 305754

Re: [0.12.2+] SmartTrains 0.3.3

It makes more sense for train to wait indefinitely if conditions aren't met. I would say it makes as much sense. Depends on the exact use. I'll see what i can do If your outpost is depleted the train would wait there forever. Another option would be to create a "parking" station and send ...
by Vin
Fri Aug 07, 2015 3:57 pm
Forum: Mod Packs / Libs / Special Interest
Topic: Negative Root's Mod Pack
Replies: 11
Views: 33946

Re: Negative Root's Mod Pack

I see saladin's response a lot, and it leads me to believe that a lot of the people who keep 1.0.3 are keeping it because other people use it and say that the resource spawning is better. I haven't really seen anyone detail exactly what it is about the new versions that they don't like. On topic: Ha...
by Vin
Fri Aug 07, 2015 12:21 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 185060

Re: [0.12.x] RSO Discussion thread

I wouldn't offer both methods of resource generation because it would split the effort you allocate into maintaining the mod into two places. I would pick the one you think is the healthiest for the mod and if people don't like it, they can offer feedback and then either not use it/use another versi...
by Vin
Thu Aug 06, 2015 1:28 pm
Forum: Not a bug
Topic: [0.12.2] Train sometimes fails to take longer, but open path
Replies: 5
Views: 5281

Re: [0.12.2] Train sometimes fails to take longer, but open path

The problem with that is it would break all kinds of things that chain signals are useful for. The singleton signal could be closing off an intersection and you'd want the chain signal to work. As far as I'm concerned, this is working perfectly. The chain is green because the block it controls is em...
by Vin
Thu Aug 06, 2015 1:21 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 185060

Re: [0.12.x] RSO Discussion thread

There is a change to balance ore amounts. This is exactly what I'm referring to. Forcing total resources regardless of patch size does weird things to generation. For example, I saw someone playing a couple days ago that had >100k coal in a one miner sized patch. In the other circumstance, you coul...
by Vin
Thu Aug 06, 2015 2:09 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 185060

Re: [0.12.x] RSO Discussion thread

Hey, I've been trying to get RSO to generate large (think large lake sized) but extremely rare ore nodes and semi-rare but large biter bases so i can use my train system effectively. After messing with the configs (and the vanilla ore file) for a while i'm thoroughly stumped is there some way to do...
by Vin
Tue Aug 04, 2015 5:48 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 185060

Re: [0.12.x] RSO Discussion thread

In my opinion there should be a bit of "luck" involved when generating ore patches. Either you get a big one with tons of resouces or you get a small one with only a fraction. But i think it's bad that every patch has the same resources, regardless of it's size. I strongly agree with this...
by Vin
Mon Aug 03, 2015 10:59 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 133426

Re: [0.12] Bugs, crashes & other issues

Changing the encoding to UTF-8 without BOM worked, thanks for the fix!
by Vin
Mon Aug 03, 2015 3:49 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 133426

Re: [0.12] Bugs, crashes & other issues

Just updated from 0.3.14 to 0.3.15 and the start button is giving me an unknown key for "text-start". The button works, just a UI issue.
by Vin
Fri Jul 31, 2015 6:57 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt Designs for ColonelWill
Replies: 51
Views: 40189

Re: Belt Designs for ColonelWill

I like the 8-way. Even if inline balancers take up more space, I find them much more visually appealing.
by Vin
Fri Jul 31, 2015 4:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.2] Outdated freeplay start message
Replies: 8
Views: 3043

Re: [0.12.2] Outdated freeplay start message

Confirming that I got the new Rocket Silo message on 0.12.2.

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