Search found 30 matches

by Cobaltur
Fri Sep 20, 2019 7:58 am
Forum: Modding help
Topic: [SOLVED] Missing new added items after updating mod
Replies: 9
Views: 199

Re: Missing new added items after updating mod

thanks a lot. my migrations script for index, force in pairs(game.forces) do local technologies = force.technologies local recipes = force.recipes if technologies["math-combinators-2"].researched then local names = {"avg-combinator","med-combinator", "sum-combinator", "cnt-combinator" } for i, name ...
by Cobaltur
Thu Sep 19, 2019 3:50 pm
Forum: Modding help
Topic: [SOLVED] Missing new added items after updating mod
Replies: 9
Views: 199

[SOLVED] Missing new added items after updating mod

Hi all, I need some hints for which keyword I have to look into. Background: I updated my first mod in the last days MathCoProcessor I had a sandoxbox save but also another player has observed the behavior in the normal game. Steps I have done: - The recipe in my mod 0.17.0 unlocked 3 items - Then I...
by Cobaltur
Sun Jun 02, 2019 8:51 am
Forum: Ideas and Suggestions
Topic: round up fluids reading train inventory
Replies: 96
Views: 12328

Re: [0.17.43] round down floats <1.0 leads to undesired behaviors

Oh no, not this again. I remember the rounding method was changed about 2 times due to problems like this. Won't rounding up(in all cases including storage tanks, since it has to be consistent) cause other problems in other setups? I'll add this to my TODO and hopefully we can fix it. We might impl...
by Cobaltur
Sat May 25, 2019 10:18 am
Forum: Not a bug
Topic: [0.17.43] round down floats <1.0 leads to undesired behaviors
Replies: 1
Views: 131

[0.17.43] round down floats <1.0 leads to undesired behaviors

reading fluids from entities like tanks and trains will be rounded down. in case of values lower than 1 no signal will be transported. Therefore decions like "<1" or "!=0" are correct at the the target Even though programatically everthing seems fine, personally the overall case is incorrect. Maybe ...
by Cobaltur
Wed Mar 06, 2019 12:10 am
Forum: F.A.R.L
Topic: FARL and cliffs thoughts?
Replies: 3
Views: 1973

Re: FARL and cliffs thoughts?

Hm don't know if this is new in 0.17

but cliffs can be removed using bots if you have cliff explosives in the bag.

so maybe this can be used for the train as well.
by Cobaltur
Sat Feb 16, 2019 12:50 pm
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 185
Views: 32250

Re: Friday Facts #282 - 0.17 in sight

Are blueprints and blueprint books automatically synced as individual files/directories from and to the disk? Then I could init a Git repository there and version control all my blueprints... :geek: They are not (just blueprint.dat). What you say makes sense, but I'm not sure what to do with that :...
by Cobaltur
Sat Feb 02, 2019 9:34 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 28226

Re: Friday Facts #280 - Visual Feedback is the king

a little bit better presentation but still not predictable

here the screen of FFF

Image

is the 2nd condition
- A or ( B and C )
- (A or B ) and C
by Cobaltur
Sat Jan 26, 2019 11:57 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 23191

Re: Friday Facts #279 - Train GUI & Modern Spitter

This FFF hints at, but does not really explicitly confirm or deny, a thing I have wanted for a long time: Condition combination control; that is, currently with AND and OR, your ability to control is somewhat limited if you want them combined in complex ways. For example, there is no way to achieve...
by Cobaltur
Sun Jan 20, 2019 5:02 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 17942

Re: Friday Facts #278 - The new quickbar

https://compass-ssl.microsoft.com/assets/b1/12/b112ddfc-0541-4948-a804-a7268b0cc2a7.jpg?n=mk_nek4000v2_large.jpg Please make the switching toolbar configurable. I use only 1-6 for those items I have to switch very often like belt inserter splitter, underground belt and 1-2 blueprints books dependin...
by Cobaltur
Sat Nov 03, 2018 1:35 pm
Forum: News
Topic: Friday Facts #267 - Experiments, Explosives & Extended tags
Replies: 120
Views: 14403

Re: Friday Facts #267 - Experiments, Explosives & Extended tags

After making this system it has made me think if I could apply some variant of it to robots building things, so a robot could theoretically grab 3 inserters and build all 3 quickly in series. It's an interesting thought for another time... Yes, defenitly. The most annoying build thing by robots is ...
by Cobaltur
Sun Oct 28, 2018 8:13 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 57062

Re: Friday Facts #266 - Cleanup of mechanics

streamline mining . good. don't stop at uranium. Please make no exceptions. Do the narrowing in one oft the next refinement steps. e.g. Centrifuge the refinement is specific to the uran process and the ore mining is generalized. Idea behind: the ore is mixed with dirt in it's natural finding Ok. you...
by Cobaltur
Fri Sep 14, 2018 11:05 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 33924

Re: Friday Facts #260 - New fluid system

Perhaps refactor it from floats to integers, which would make it work more cleanly, but would also make some calculations more complicated. TBD. Oh that might solve a lot of other problems liquid 0.x not fullfill "greater than 0" [0.16.24] 0.15.10 Fluid wagon leaving even though condition is not me...
by Cobaltur
Fri Mar 23, 2018 10:43 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 21814

Re: Friday Facts #235 - 0.16 stable

Better fluid physics Would be great if we can get also a fluid filter like the inserters. Pump with a static filter like buffer chests would be great. This would improve unload and loading trains and filter unwanted mixed pipes ... maybe it allows new desing of oil factories and beacon layouts. Thi...
by Cobaltur
Tue Mar 13, 2018 8:22 pm
Forum: Ideas and Suggestions
Topic: copy/paste for provider chests (limit slots)
Replies: 0
Views: 150

copy/paste for provider chests (limit slots)

TL;DR I want to limit the size of the provider chests in a fast way. What ? I'm using the copy&paste recipe for provider chests a lot ( and its inceasing amount depending on the modules and beacons) So why not limiting the output amount on pasting onto a provider chest. The number of free slots can...
by Cobaltur
Sun Feb 18, 2018 11:19 pm
Forum: Ideas and Suggestions
Topic: Train station reservations [solved by mod]
Replies: 7
Views: 1459

Re: Train station reservations [solved by mod]

but for larger bases I cannot build one kind of production in a single place :) so this bottlenecks have worked for me only in smaller games where I end the game typically with starting a rocket. Some people might be doing this running a 1k-science/per minute-base but I like more outposts .... and t...
by Cobaltur
Sun Feb 18, 2018 10:57 pm
Forum: Duplicates
Topic: liquid 0.x not fullfill "greater than 0" [0.16.24]
Replies: 2
Views: 379

Re: liquid 0.x not fullfill "greater than 0" [0.16.24]

thx but I guess it has not been fixed because for the related situation was a workaround PUSH Why is this on not a bug? This damned fluid behavior is so annoying. What should we do with an unempty rail tanker with 0.1 liquid? Get this sorted out! Use the 'inventory empty' condition if you want the t...
by Cobaltur
Sun Feb 18, 2018 12:43 pm
Forum: Duplicates
Topic: liquid 0.x not fullfill "greater than 0" [0.16.24]
Replies: 2
Views: 379

liquid 0.x not fullfill "greater than 0" [0.16.24]

short: having some small amount of liquid (less than 1) in a tank does not trigger the condition "Greater than 0" attached: vanilla sandbox game. in the screenshot 0.7 raise no alarm but 1.4 by the way: please add a filter to pumps like in the new splitter ( programmale settings is optional, once in...
by Cobaltur
Sat Feb 17, 2018 10:31 pm
Forum: Ideas and Suggestions
Topic: Avatar Teleporter
Replies: 45
Views: 3490

Re: Teleportation pads

May be you should have a look into the mod portal - look for "teleport" ... there were 2 with 10000+ downloads
by Cobaltur
Sat Feb 17, 2018 10:07 pm
Forum: Ideas and Suggestions
Topic: liquid filtering for pumps, tanks and wagons
Replies: 32
Views: 5018

Re: liquid filtering for pumps, tanks and wagons

filtering inside a base is insufficient. After playing more than 1000 hours I found recently the "logistic train network" mod. I love it. Altough I love trains, managing multiple outpots and balancing refinements (to plates or to green circuits) is a mess. But using a train for multiple purposes is ...
by Cobaltur
Sat Feb 17, 2018 8:08 am
Forum: Ideas and Suggestions
Topic: liquid filtering for pumps, tanks and wagons
Replies: 32
Views: 5018

Re: liquid filtering for pumps, tanks and wagons

still missing a pump with a single filter for offloading

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