Search found 281 matches

by Degraine
Mon Jan 01, 2024 4:01 am
Forum: Mods
Topic: [MOD 0.17] Multiple Unit Train Control
Replies: 5
Views: 2953

Re: [MOD 0.17] Multiple Unit Train Control

I finally (finally) got all the issues sorted out for adding support for my mod to MUTC. I've uploaded an updated version of my mod to fix some problems, and here's the patches for your side of things. In generate_all_mu.lua: Replace -- Add Degraine's Electric Locomotive to blacklist if present if m...
by Degraine
Thu Mar 28, 2019 11:52 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.11] Reactor entity working light
Replies: 3
Views: 3461

Re: [0.17.11] Reactor entity working light

By request, an energy_source prototype (from Alternative Steam) to replicate this: energy_source = { type = "fluid", effectivity = 1.4, burns_fluid = true, -- uses fuel value, rather than temperature scale_fluid_usage = true, -- will not overconsume a fluid with a greater fuel value than e...
by Degraine
Fri Mar 22, 2019 11:03 am
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.17.17] Pipe-to-ground built behind ghost
Replies: 2
Views: 2097

[Dominik][0.17.17] Pipe-to-ground built behind ghost

In order: Place down a blueprint that has a pipe-to-ground pair. Build one of the pair manually. Place the second one further away than the remaining ghost. Delete the remaining ghost. The overlay will show that the two pipes-to-ground are connected, but fluid will not transfer between them. Rotatin...
by Degraine
Thu Mar 14, 2019 9:05 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.11] Reactor entity working light
Replies: 3
Views: 3461

[Twinsen][0.17.11] Reactor entity working light

A reactor entity that uses a fluid energy_source will not deactivate its working light effect/working light picture properly if it runs out of fuel. It works normally if scale_energy_usage is set true and it reaches its maximum heat.
by Degraine
Thu Mar 14, 2019 4:18 am
Forum: Resolved Problems and Bugs
Topic: [0.17.11] Reactor entity plays working sound nonstop
Replies: 1
Views: 902

[0.17.11] Reactor entity plays working sound nonstop

Per the title. Assigning a working sound to the nuclear reactor or another reactor prototype causes it to play that sound nonstop the moment the reactor is placed in the world, regardless of whether it's burning fuel or not.
by Degraine
Tue Mar 20, 2018 2:33 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

You don't mine the walls directly, in fact they should be unminable. If Creative Mode is messing with that, then that's Creative Mode's fault and not mine.
by Degraine
Mon Mar 19, 2018 2:04 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325748

Re: [0.16.x] Bob's Mods: General Discussion

It might help if the yellow belt recipe produced two like the vanilla recipe. As it stands, the recipe's cost in plates has been quadrupled, not doubled.
by Degraine
Fri Mar 16, 2018 2:02 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 325748

Re: [0.16.x] Bob's Mods: General Discussion

Bob, I noticed the other day that mk2 laser turrets don't require more vanilla batteries, then mk3s take the second tier batteries you introduced. Mk5s require the third tier batteries. I think the mk4 laser turrets should follow the mk2's lead and not require extra batteries for the upgrade.
by Degraine
Sat Mar 03, 2018 11:20 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

That's a worrisome one. Looks like it might have something to do with gates though.
by Degraine
Sun Feb 25, 2018 3:16 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

It appears the issue was caused by gates being deconstructible, which they never should have been, so that's been fixed. EDIT: Nope! That was just a symptom. Walls out of range of any emitter that were killed by damage instead of naturally expiring were at fault. it's fixed now, so hopefully that's ...
by Degraine
Wed Feb 21, 2018 7:12 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

I've gotten a CTD using Stormwalls with the Wave Defence scenario, so I suspect it may not be the most reliable means of testing. At any rate, I don't know what conditions could cause the error you reported, and I haven't been able to replicate it using your description of the problem. Can you relia...
by Degraine
Wed Feb 21, 2018 4:37 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

Okay, I'm going to need slightly more information for this one. What died, a field or an emitter?
by Degraine
Wed Feb 21, 2018 1:51 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

Thanks for the report. I found the problem, it's been patched. I've also fixed the purple walls. You'll know when they deal damage now. You'll definitely know...
by Degraine
Sun Feb 18, 2018 2:49 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

I've been thinking about upping the power cost to regenerate walls significantly, although I'm not sure if I want to increase the power consumption of the emitter itself. My original plan was to modify the energy consumption of the entity on the fly, but I haven't gotten around to implementing it ye...
by Degraine
Mon Feb 12, 2018 5:59 am
Forum: Mods
Topic: [MOD 0.14] Useful Byproducts
Replies: 11
Views: 6831

Re: [MOD 0.14] Useful Byproducts

Hey Earendel, Thorvin, I've been working on updating this and making it compatible with Batteries Not Included (for electric locomotives), are you okay with me posting it up on the portal?
by Degraine
Sun Feb 11, 2018 5:23 am
Forum: Not a bug
Topic: Fuel item tooltip omission
Replies: 1
Views: 980

Fuel item tooltip omission

A top speed multiplier is defined in the nuclear fuel item prototype, yet the item tooltip in-game does not show it, only the acceleration multiplier.
by Degraine
Mon Feb 05, 2018 11:15 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

I see what you mean now. I'm either stupid or tired. Anyway, it's fixed for the next version. You can patch it yourself if you want by modifying the range (line 43 in control.lua) to 33.5. Thanks for all this testing you're doing, it's been a big help.
by Degraine
Mon Feb 05, 2018 2:13 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

Well, first off, the emitter is only one tile wide, so the area it covers inevitably has to be an odd number of tiles as well. I don't much like it either, but there isn't really anything I can do about it unless I get a 2x2 graphic from my request in the art forum. Overlapping coverage isn't an iss...
by Degraine
Sun Feb 04, 2018 1:55 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

Thanks for the report, I've found the issue and fixed it. Keep in mind, when an emitter is destroyed, every wall linked to it will evaporate and have to be rebuilt. So...keep those emitters well protected.
by Degraine
Sat Feb 03, 2018 11:17 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

Re: [0.16] Stormwalls

Hey, thanks for the report! I figured out what the issue was and fixed it. New version of the mod's up.

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