Search found 90 matches
- Sat Sep 11, 2021 10:29 pm
- Forum: Ideas and Suggestions
- Topic: improve train block overlay: add directions
- Replies: 55
- Views: 5839
Re: improve train block overlay: add directions
Forget about it. The modding API is not made for this. Track sections might not be accessible at all through the API. This doesn't require accessing track sections, for a quick mod that gives just the arrows. Find any signals, use a look up table to work out the offset for an arrow, draw an arrow p...
- Sat Sep 11, 2021 8:41 am
- Forum: Ideas and Suggestions
- Topic: improve train block overlay: add directions
- Replies: 55
- Views: 5839
Re: improve train block overlay: add directions
Welp, apparently I'm at least the third person along to think of this. I kind of like the mini signal arrows by DaleStan too, although they're quite busy, they make the "WRONG WAY" aspect quite clear. Two more demonstration images I made, to hopefully make it clear how useful these are for...
- Sat Sep 11, 2021 6:17 am
- Forum: Ideas and Suggestions
- Topic: improve train block overlay: add directions
- Replies: 55
- Views: 5839
Re: Add arrows to "Block display" for rails when holding signals
Yeah Durr, that's definitely a nice way to get the same (notably missing at the moment) information to the user.
- Sat Sep 11, 2021 12:37 am
- Forum: Ideas and Suggestions
- Topic: improve train block overlay: add directions
- Replies: 55
- Views: 5839
Add arrows to "Block display" for rails when holding signals
Image: https://i.imgur.com/6xanWP3.png By adding arrows a shown, it immediately becomes much more obvious that you've screwed up signal placement, as there would be two arrows "colliding". Bonus points if such a collision was somehow indicated more clearly with an icon or something that in...
- Mon Mar 01, 2021 1:35 am
- Forum: Ideas and Suggestions
- Topic: Construction ghosts to show similar info to logistics requests
- Replies: 1
- Views: 274
Construction ghosts to show similar info to logistics requests
If you're not aware, you can hover over logistics chests (providers and requesters) and be shown how many items are present, but also how many are currently on their way or about to be picked up. Similarly in the player or chest logistics request screen, hovering over an item shows how many are on t...
- Thu Jan 21, 2021 1:37 am
- Forum: Ideas and Suggestions
- Topic: Hotkey to override construction queue and force personal robots out
- Replies: 4
- Views: 546
Re: Hotkey to override construction queue and force personal robots out
Would love to see some more opinions on this. In my own, this is something no one realises they want until they have it.
- Fri Jan 08, 2021 10:33 pm
- Forum: Ideas and Suggestions
- Topic: Hotkey to override construction queue and force personal robots out
- Replies: 4
- Views: 546
Hotkey to override construction queue and force personal robots out
TL;DR A hotkey or button for the action bar that allows you to force your personal construction bots out to solve any jobs they are able to. Alternatively, an action bar toggle: Prefer personal construction Yes/No: When you are near construction ghosts that you have the items for, even if already r...
- Wed Dec 16, 2020 1:35 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1497
- Views: 270125
Re: pY Raw Ores Discussion
As long as I’m spamming advice, I assume that you’re using helmod, and you have been using helmod through a rocket launch or two of AB, but you’re all grown up now. You need to upgrade to YAFC. https://github.com/ShadowTheAge/yafc Looks nice for planning when not playing, however I'm going to try t...
- Wed Dec 16, 2020 1:31 am
- Forum: PyMods
- Topic: Do you update your modpack ?
- Replies: 7
- Views: 1535
Re: Do you update your modpack ?
I do, sporadically. For instance, I've not updated for a little bit since the smelter building was apparently introduced. That's gonna break lots of my stuff, so I want to make sure I do that updates when I've got time to fix everything. Otherwise I'll do it as part of my pymods todo list. Fix this,...
- Wed Dec 02, 2020 2:50 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 838
- Views: 173605
Re: pY Alien Life - Discussion
I'm having the same issue (GTX 980 on my end) but didn't find a workaround yet. I sometimes have that problem with other mods too tho (or at least I remember it doing the same thing when playing Space Exploration, which is another rather graphics heavy mod). I'll play around with my graphics settin...
- Mon Nov 30, 2020 11:32 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 838
- Views: 173605
Re: pY Alien Life - Discussion
I've never noticed that in Helmod. But I run with "show disabled" and "Show hidden" off, as I only want recipes I can *currently* use to show up. If you have those enabled, I don't know. If you don't, I don't know how or what you're seeing (and I'm not at home atm to check my gam...
- Mon Nov 30, 2020 8:00 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 838
- Views: 173605
Re: pY Alien Life - Discussion
Cheers kingarthur Unrelated: I seem to be getting stutters when moving quickly around my base. My ticks in the debug info seem perfectly fine, and my cpu load isn't particularly noteworthy. Sitting still completely solves it. Zooming right in does too. I have 16GB RAM, so don't believe it's a paging...
- Sat Nov 28, 2020 5:49 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 838
- Views: 173605
Re: pY Alien Life - Discussion
Just tossing up if I want to do something like go all in on something cheap for all the basics, only branching out for stuff like Arqad honey / chitini / milk etc.
- Thu Nov 26, 2020 9:27 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 838
- Views: 173605
Re: pY Alien Life - Discussion
I got through all blue and py science last time, using vanilla trains and no logistics. I restarted with 1.0 release and have had red and green finished for a while, and I'm getting close to having good alien samples done to get the next batch of critters and plants for py science. I am intending to...
- Thu Nov 26, 2020 3:04 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 838
- Views: 173605
Re: pY Alien Life - Discussion
What animals do folks use for products these days? I obviously need Korlex's for milk... Trying to plan things out and green and red science seems awfully close to the wire in terms of efficiency (EG: sea sponges barely give ANY extra output until you pyscience them to use tailings instead). And do ...
- Sat Nov 21, 2020 11:33 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1497
- Views: 270125
Re: pY Raw Ores Discussion
Didn't expect that lol. I'd say each tier should be 10-50% Bette than one before it. The easy way to adjust it is just raise or lower the solder outputs. Nerf lead1 a little, buff lead 2 a fair bit The medium way is to adjust the inputs instead/as well. In any case, here's some suggestions: Lead1 sh...
- Sat Nov 21, 2020 2:54 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1497
- Views: 270125
Re: pY Raw Ores Discussion
Is solder not balanced at all? Default is 2leadplate (LP) + 1 Tin plate (TP) = 1 Solder At Lead 1, you get the ability to use Molten Solder. 10 Molten = 1 Solder, or 1.4 if you use hot air. You also get a recipe that adds tar to default 2LP + 1TP + 30tar = 20 Molten = 2 solder, so you get double ret...
- Sat Nov 21, 2020 1:32 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 838
- Views: 173605
Re: pY Alien Life - Discussion
Anyone hitting issues trying to add Modules to machines in Helmod at the moment? If I try to put animal modules (specifically Arqad and Ulrics) into their building in helmod, the screen suddenly shrinks and the module side disappears, it doesn't get added, and an error is logged from helmod to the ...
- Wed Nov 18, 2020 10:51 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 838
- Views: 173605
Re: pY Alien Life - Discussion
Anyone hitting issues trying to add Modules to machines in Helmod at the moment? If I try to put animal modules (specifically Arqad and Ulrics) into their building in helmod, the screen suddenly shrinks and the module side disappears, it doesn't get added, and an error is logged from helmod to the c...
- Sun Nov 15, 2020 1:08 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 838
- Views: 173605
Re: pY Alien Life - Discussion
I updated yesterday or the day before... let me check my version
Edit: Yeah, I only had 1.9.7. I'll assume fixed in 198.
Edit2: Looks right. Gotta make some ulrics now.
Edit: Yeah, I only had 1.9.7. I'll assume fixed in 198.
Edit2: Looks right. Gotta make some ulrics now.