I've occasionally run across needing to find the signal with the lowest value, same with the highest value, in a series of signals.
MAX [S] in ( [S1]=5, [S2]=15, [S3]=99 ) => [S]=99
MIN [S] in ( [S1]=5, [S2]=15, [S3]=99 ) => [S]=5
The same I've run across a need to find easily (read: not turn ...
Search found 9 matches
- Fri Nov 10, 2023 6:41 pm
- Forum: Implemented in 2.0
- Topic: MAX/MIN functions
- Replies: 3
- Views: 1647
- Tue Apr 11, 2023 11:14 am
- Forum: Pending
- Topic: [1.1.80] Crash FluidBox::PipeConnection::calculateFlowSpeed
- Replies: 1
- Views: 690
[1.1.80] Crash FluidBox::PipeConnection::calculateFlowSpeed
I keep getting this one. It happens sporadically. Initially i thought it had something to do with SE rocket-launches. as i always heard the rocket-launch sound when it happened (usually exactly as i ALT+TAB out/was TAB'ed out) (that happened 3 times). But this time i didn't hear a rocket launch ...
- Tue Mar 21, 2023 12:36 pm
- Forum: Pending
- Topic: [1.1.78] Crash SpriteDrawOrder.cpp - SpriteDrawOrderPrefetcher
- Replies: 1
- Views: 837
[1.1.78] Crash SpriteDrawOrder.cpp - SpriteDrawOrderPrefetcher
Was ALT+TAB'ed out and attempted to ALT+TABed back into game,when i was immediately greeted with crash message. Have ALT+TABed many times before, and had no problems. In the "How to report a bug" it mentions i should say which mods i am using. Well there are so many, i was hoping you would find it ...
- Wed Jun 06, 2018 9:58 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 101012
Re: [MOD 0.16] MadClown01's Processing
In my modded game i have magnesium, which i believe to come from Processing mod, which is made by something. However i have no ways to sort anything yielding magnesium ore. Perhaps i'm missing something. This makes using the recipe for Iron+Manganese+Magnesium difficult (impossible?). What could i ...
- Tue May 29, 2018 3:10 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 49362
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
Perhaps we can give some information that would help debugging the problem? The problem hasn't gone away. Is it possible that the bug is related to going from just Nuclear to later integration of AngelBob-Nuclear? Angelbob-Nuclear did not exist (in the mods database) when i started this map, only ...
- Thu May 24, 2018 1:31 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 49362
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
Ok I'm quite confused. I've spent some time trying to replicate the exact error.
The physical (basic) separations are both done in the centrifuge:
The chemical (advanced) separations are done in either the Angel's or Vanilla chemical plants:
Why is this working for me but not for you guys?
Do ...
The physical (basic) separations are both done in the centrifuge:
The chemical (advanced) separations are done in either the Angel's or Vanilla chemical plants:
Why is this working for me but not for you guys?
Do ...
- Mon May 21, 2018 10:14 am
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 49362
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
Yep that is a bug. I thought I fixed it, I did not -_-
I spent a few hours trying to see if i could fix it, i couldn't. I'm not sure how to debug structures nor how to get some form of debug layer/printing up. I just don't know what is required for a prototype or item to be connected with ...
I spent a few hours trying to see if i could fix it, i couldn't. I'm not sure how to debug structures nor how to get some form of debug layer/printing up. I just don't know what is required for a prototype or item to be connected with ...
- Tue May 15, 2018 5:32 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 49362
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
The Nuclear Angelbob extension doesn't list a forum post, so if this isn't suitable here then can delete this.
But in the new Angelbob nuclear extension there are multiple recipes converting spent uranium and thorium but i can't seem to find the right building to reprocess spent thorium (or uranium ...
But in the new Angelbob nuclear extension there are multiple recipes converting spent uranium and thorium but i can't seem to find the right building to reprocess spent thorium (or uranium ...
- Sat May 12, 2018 11:37 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 230842
Re: [MOD 0.13] Black Market (sell and buy on the market)
Changing:
{code]if opened then[/code]
Into:
Fixed the issue for me. Thank you for the support.
{code]if opened then[/code]
Into:
Code: Select all
if opened and player.opened_gui_type ~= 5 then