I have a spidertron in storage. I place it in map mode using ghost cursor. When in storage it properly shows equipment grid filled up with stuff, but after placement the grid is empty.
Version 2.0.15 (build 80108 expansion, mac-arm64)
Search found 14 matches
- Sat Nov 16, 2024 12:20 pm
- Forum: Duplicates
- Topic: [2.0.15] When placing a spirdertron using bots it removes all equipment
- Replies: 3
- Views: 126
- Tue Jul 02, 2019 10:48 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 587142
Re: [MOD 0.14] AAI Programmable Vehicles
Compatibility problem with Angel's vehicles: When using remote control on a Crawler vehicle, it empties generator's storage in its power grid Desktop recording: https://youtu.be/S734RCq5sTs I put coal into generator and after using remote control the coal is gone. The same happens when I first enter...
- Wed Jan 02, 2019 12:06 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 177059
Re: Friday Facts #275 - 0.17 Science changes
Why not roll Damage and Shooting speed into the same research for respective weapons? Like for example when you upgrade projectiles you can get shooting speed buff every few levels. If shooting speed needs to be capped the later upgrades can just stop giving speed and buff only the damage. This can ...
- Sun Nov 13, 2016 1:13 am
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 120233
Re: Friday Facts #164 - Nuclear power
I have an idea how to make a reactor explosion more realistic. Instead of big boom make it release A LOT of pollution on meltdown (also depends on reactor size) which will in turn attract a huge wave of biters.
- Sun Nov 13, 2016 1:04 am
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 120233
Re: Friday Facts #164 - Nuclear power
IndustrialCraft mod for Minecraft has a very, very good nuclear reactor implementation: http://wiki.industrial-craft.net/index.php?title=Nuclear_Reactor . I recommend you to take a look and maybe borrow some useful ideas from it. In it you can greatly improve reactor efficiency by making a more comp...
- Thu Oct 06, 2016 9:32 am
- Forum: Show your Creations
- Topic: [Bob's] Chest-Inserter "belts" are faster than regular ones
- Replies: 0
- Views: 1373
[Bob's] Chest-Inserter "belts" are faster than regular ones
Demo: https://gfycat.com/MagnificentElementaryDodo In this picture the leftmost chest is full of wood which is transferred through chests and then onto a belts. Such "belts" have similar resource cost, are more compact, and can be expanded for high throughput resource transfer like so (3x...
- Mon Oct 03, 2016 4:10 pm
- Forum: 1 / 0 magic
- Topic: [14.12] Repeated "Server is not responding" messages
- Replies: 2
- Views: 1735
Re: [14.12] Repeated "Server is not responding" messages
Nevermind looks like today I have a packet loss to certain regions
- Mon Oct 03, 2016 2:20 pm
- Forum: 1 / 0 magic
- Topic: [14.12] Repeated "Server is not responding" messages
- Replies: 2
- Views: 1735
Re: [14.12] Repeated "Server is not responding" messages
Looks like this problem is somehow related to network. I've tried to join a game using my mobile phone as a hotspot and it worked. Still I don't have any issues with other games or websites with my main connection.
- Mon Oct 03, 2016 2:09 pm
- Forum: 1 / 0 magic
- Topic: [14.12] Repeated "Server is not responding" messages
- Replies: 2
- Views: 1735
[14.12] Repeated "Server is not responding" messages
Whenever I connect to any game I get "Server is not responding" every second or so. It looks exactly as this guy describes. It started only today in the middle of multiplayer game and now I can't connect to any games. I have no mods installed. I didn't experience this problem before. My in...
- Thu Sep 29, 2016 2:30 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 132654
Re: [0.12.x][v0.12.10] Bob's Modules.
Combined mods are overpowered. They cost slightly less than respective modules separately and take only single module slot. This is essentially like doubling amount of module slots in all machines (even more in case of productivity module). I suggest turning them off by default OR make them provide ...
- Wed Sep 28, 2016 2:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.17] Biters build too close to players structues
- Replies: 24
- Views: 9533
Re: [0.13.17] Biters build too close to players structues
Or maybe allow trains to smash through biters and their nests, like they do in a trailer https://youtu.be/DR01YdFtWFI?t=1m27s
- Wed Sep 28, 2016 2:35 am
- Forum: Not a bug
- Topic: [0.14.8] Small pump produces pollution even when its idle
- Replies: 1
- Views: 1040
[0.14.8] Small pump produces pollution even when its idle
Although pollution amount is tiny, I still can see it on the map.
STR:
1. Choose a map chunk with no pollution (no red overlay)
2. Place a Small Pump
3. Connect it to electricity; don't connect it to any pipes
4. Map chunk is now slightly red
STR:
1. Choose a map chunk with no pollution (no red overlay)
2. Place a Small Pump
3. Connect it to electricity; don't connect it to any pipes
4. Map chunk is now slightly red
- Wed Sep 28, 2016 12:15 am
- Forum: Show your Creations
- Topic: A tip how to unload trains faster by optimizing inserter pla
- Replies: 2
- Views: 3433
A tip how to unload trains faster by optimizing inserter pla
This only applies if you use a mod that allows you to customize inserter pickup and drop points such as Bob's Adjustable Inserters . One thing that many people miss about adjustable inserters is that their performance may be greatly increased by minimizing its arm travel length. For example this co...
- Sun Sep 25, 2016 1:12 am
- Forum: News
- Topic: Friday facts #157 - We are able to eat paper, but we don't do it
- Replies: 91
- Views: 45564
Re: Friday facts #157 - We are able to eat paper, but we don't do it
Maybe just generate decoratives randomly from the same random seed? This way they will be the same each time when player loads the game. With this approach you need to only save which entities were destroyed to hide them when they are generated again. With a small cache this should be fast and requi...