Search found 106 matches

by nljr
Fri Nov 29, 2024 5:46 am
Forum: Ideas and Suggestions
Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
Replies: 73
Views: 10744

Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements

Why bother having rails and electric poles separate anyway? Couldn't elevated rails just include power lines?

The answer is, because they want electric grids to be separated to create a new kind of challenge.
by nljr
Fri Nov 29, 2024 5:43 am
Forum: Ideas and Suggestions
Topic: Assemblers let you pick the recipe and read the contents. Why don't requester chests?
Replies: 0
Views: 93

Assemblers let you pick the recipe and read the contents. Why don't requester chests?

I always thought there was some kind of limitation that meant a entity had to choose EITHER, but not BOTH:

1. Change behavior. Like what an assembler creates or what a requester requests
OR
2. Output information about its content.

I thought that was the reason requester chests could change ...
by nljr
Fri Nov 29, 2024 5:35 am
Forum: Ideas and Suggestions
Topic: Separate Rocks and Trees for destruction planner
Replies: 0
Views: 84

Separate Rocks and Trees for destruction planner

It's really tedious to create a destruction planner for all the different rock types, so it's awesome to have the option to just check a box and say "All the rocks and trees and nothing else."

But sometimes I want to keep the trees. And sometimes I want to deconstruct the rocks, trees AND cliffs ...
by nljr
Fri Nov 29, 2024 5:33 am
Forum: Ideas and Suggestions
Topic: Target priorities should include locations
Replies: 0
Views: 84

Target priorities should include locations

I really want to be able to tell a rocket turret not to shoot down the line of a wall so it destroys other turrets, but focus on what's right in front of it. This would be a huge help on space platforms too.
by nljr
Fri Nov 29, 2024 5:30 am
Forum: Ideas and Suggestions
Topic: Moving the pin list window, or the entity info one
Replies: 13
Views: 652

UI Problems with "Tooltip on the side"

I always like playing with tooltips on the side because it keeps the main view of the screen clear. The addition of pins attached to the map window pushes that tooltip window down and mostly off the screen.

There should be some way to break up the three elements so I can place them separately on ...
by nljr
Fri Nov 29, 2024 5:28 am
Forum: Ideas and Suggestions
Topic: Quality Holmium Ore
Replies: 4
Views: 1574

Quality Holmium Ore

I probably did it wrong, but I stuck quality modules in all the mines on Fulgora and more quality modules on the recyclers. This gave me lots of awesome high quality stuff to play with and made the planet one of the best places to just go and goof around.

But it created one significant ...
by nljr
Mon Oct 21, 2024 12:41 am
Forum: General discussion
Topic: Space age requirements
Replies: 11
Views: 2035

Re: Space age requirements

With all the optimizations, I would suspect 2.0 has lower system requirements.

But Space Exploration needs a LOT of resources and I expect some of that to rub off on Space Age.
by nljr
Sun Oct 20, 2024 10:57 pm
Forum: General discussion
Topic: Mods for 1st expansion run
Replies: 33
Views: 6133

Re: Mods for 1st expansion run

It's going to be so painful doing my first play-through without Bob's Flexible Inserters. I want those achievements.

Everything else can be lived without, but that one hurts.
by nljr
Sat May 11, 2024 7:22 am
Forum: Logistic Train Network
Topic: Using LTN Mod source?
Replies: 7
Views: 1570

Re: Using LTN Mod source?

Thank you for the reply. And thank you for declining to let me use the LTN source. Digging through existing code feels like the right thing to do, but if I'm honest I kind of suck at it. I'm better with greenfield work.

The LTN Combinator is probably just fine as a starting point.

You've given me ...
by nljr
Wed Apr 10, 2024 2:10 am
Forum: Logistic Train Network
Topic: Using LTN Mod source?
Replies: 7
Views: 1570

Re: Using LTN Mod source?

I was hoping the author would see this and give me permission. If not, I can start from the combinator instead. More to learn that way.
by nljr
Tue Apr 09, 2024 3:47 pm
Forum: Logistic Train Network
Topic: Using LTN Mod source?
Replies: 7
Views: 1570

Re: Using LTN Mod source?

I am aware, as I quoted in my first comment, that modifications require authorization.

Which is why I was asking. Can I please use the source in a new mod with enhancements?
by nljr
Tue Apr 09, 2024 12:03 am
Forum: Logistic Train Network
Topic: Using LTN Mod source?
Replies: 7
Views: 1570

Re: Using LTN Mod source?

I decided to put together a save in god-mode which demonstrates the problems I described. But I could only demo one.

The first change is just a quality of life issue, not something I can demo.
The over-stock problem is too trivial to even make a good demo. If a requester station is overstocked, LTN ...
by nljr
Mon Apr 08, 2024 10:29 pm
Forum: Logistic Train Network
Topic: Using LTN Mod source?
Replies: 7
Views: 1570

Using LTN Mod source?

I see the source for LTN is marked "No Modification - Although I can't stop you from looking at my code, you are not allowed to distribute anything altered, or derived from my code without explicit permission first."

So, here's what I would like to try:

First: The LTN Combinator (https://mods ...
by nljr
Sat May 23, 2020 11:28 pm
Forum: Ideas and Requests For Mods
Topic: If I hit it, it dies.
Replies: 3
Views: 1488

If I hit it, it dies.

I want a mod that will automatically mark for harvest any tree, rock or cliff that I run a vehicle into.
by nljr
Sat Nov 16, 2019 5:43 pm
Forum: News
Topic: Friday Facts #321 - Countdown
Replies: 71
Views: 39828

Re: Friday Facts #321 - Countdown

So after you launch the game officially, aren't you going to start over from scratch and see if you can launch again in less time, and without lasers?
by nljr
Tue Sep 17, 2019 2:24 pm
Forum: Not a bug
Topic: [0.17.68] Visual bug, plants over car
Replies: 2
Views: 1394

Re: [0.17.68] Visual bug, plants over car

Plants growing up through the car are intended? Wow. Okay
by nljr
Tue Sep 17, 2019 2:07 am
Forum: Not a bug
Topic: [0.17.68] Visual bug, plants over car
Replies: 2
Views: 1394

[0.17.68] Visual bug, plants over car

https://steamcommunity.com/profiles/765 ... 0085399010

If it helps, I backed the car into that spot and if I back up a little farther the plants drop under the car.
by nljr
Mon May 27, 2019 8:27 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1488659

Re: Bugs & FAQ


Just a quick one:

For Fermentation Process, the recipes show acetic acid as the result of anaerobic fermentation and ethanol as the result of aerobic fermentation, when it should probably be the reverse ( "Because yeasts perform this conversion in the absence of oxygen, alcoholic fermentation is ...
by nljr
Wed Apr 17, 2019 1:07 am
Forum: Ideas and Suggestions
Topic: Rails could track how often they're used
Replies: 3
Views: 1571

Re: Rails could track how often they're used


Do you really mean "how many locomotives have passed" or rather "how many times did some locomotive pass"? I always find numbers like these irritating.


Absolutely. What I care about is traffic, which means every pass by any locomotive should count.

Your public transit organization also cares ...
by nljr
Sun Apr 14, 2019 1:18 pm
Forum: Ideas and Suggestions
Topic: Rails could track how often they're used
Replies: 3
Views: 1571

Rails could track how often they're used

It would be really nice to have a record of how much traffic went down a particular rail.

Turrets already track how many things they killed, and assemblers track how many things they've made.

Wouldn't it be awesome if tracks tracked how many locomotives have passed?

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