Search found 7 matches
- Mon Sep 07, 2020 12:49 am
- Forum: Logistic Train Network
- Topic: [Feature Request] Add an option so that only empty trains leave the depot
- Replies: 8
- Views: 2969
Re: [Feature Request] Add an option so that only empty trains leave the depot
I hooked a looped combinator to a signal placed after each of my depot stops to force the signal to red as soon as a non-empty train arrives and keep it that way until the combinator is manually removed. Even if the train immediately gets a new schedule assigned and tries to depart, all it takes is ...
- Fri Apr 24, 2020 2:52 am
- Forum: Mods
- Topic: [MOD 0.18] Teleport Shortcut
- Replies: 0
- Views: 705
[MOD 0.18] Teleport Shortcut
This one is pretty simple. Install it, get a shortcut bar button. Click the button, click a location, now you're wherever you clicked. This is not balanced in any way; it's designed for times when you're fooling around in the map editor and want to move your "current location" via the map...
- Mon Apr 22, 2019 4:59 am
- Forum: Ideas and Suggestions
- Topic: Auto-confirm blueprint name change when green check mark is clicked
- Replies: 0
- Views: 589
Auto-confirm blueprint name change when green check mark is clicked
Right now, if you click the pencil to set a blueprint's name, type something in, then hit the checkbox to save the blueprint, the name is not saved. I can't count the number of times I've typed a nice name for a new, unnamed blueprint and then lost it because I hit the check mark without clicking th...
- Tue Feb 26, 2019 11:31 pm
- Forum: Duplicates
- Topic: [0.17.1] Scenario error in Introduction -- Arrival
- Replies: 1
- Views: 611
[0.17.1] Scenario error in Introduction -- Arrival
Happens immediately after Compilatron builds the iron mining automation demo: The scenario level caused a non-recoverable error. Please report this error to the scenario author. Error while running event level::on_tick (ID 0) __base__/lualib/check.lua:499: attempt to index field 'consumers' (a nil v...
- Mon Feb 25, 2019 11:52 am
- Forum: Gameplay Help
- Topic: Very few bots are utilized for construction jobs (Modded AB Game)
- Replies: 21
- Views: 7430
Re: Very few bots are utilized for construction jobs (Modded AB Game)
From the GIFs, it looks to me like the difference between the two is less the number of bots active and more their average travel time. In the "fast" version, they place near items first and stay close as you run; the "slow" one shows them flying long distances away to place rail...
- Fri Jan 26, 2018 2:05 pm
- Forum: Duplicates
- Topic: [0.16.19] "Export blueprint to string" buttons don't work
- Replies: 0
- Views: 797
[0.16.19] "Export blueprint to string" buttons don't work
To reproduce: 1. Start the game 2. Open any blueprint from character inventory. 3. Click the "export to string" button Expected result: blueprint string GUI appears. Actual result: nothing happens. Log and save file attached per sticky instructions, but I'm guessing they're not particularl...
- Wed May 24, 2017 5:01 am
- Forum: Modding discussion
- Topic: How to make an entity with a custom GUI?
- Replies: 1
- Views: 1359
How to make an entity with a custom GUI?
Is it possible to make a custom entity GUI? As in, the panel that appears when you click things like containers, assemblers, etc, but with lua-driven contents? Related: how about custom entity configs? E.g. I want to make a pump-type entity that has a customizable throughput limit. I've actually got...