Search found 97 matches

by nljr
Wed Apr 10, 2024 2:10 am
Forum: Logistic Train Network
Topic: Using LTN Mod source?
Replies: 5
Views: 237

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: 5
Views: 237

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: 5
Views: 237

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: 5
Views: 237

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://m...
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: 1238

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: 34525

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: 1185

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: 1185

[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: 3871
Views: 1205985

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 ...
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: 1276

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 organizati...
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: 1276

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?
by nljr
Sat Apr 06, 2019 3:14 am
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 23775

Re: Version 0.17.25

A. I'm very, very drunk. I got a bad review at work and I should not be posting anything online at all in this condition. B. I highly recommend Sambucca. That wasn't very relevant, so let me try this... If you want to ban multiples of a single ingredient (as input or as output,) in a recipe... isn't...
by nljr
Thu Mar 28, 2019 10:57 pm
Forum: Releases
Topic: Version 0.17.21
Replies: 15
Views: 14258

Re: Version 0.17.21

Beta means feature complete and 1.0 means an acceptably debugged beta. But the definition of feature complete depends on which features are deemed necessary. Traditionally, it would be all the features originally slated for the app, but with a game, it's easy to "discover" new features tha...
by nljr
Sun Mar 24, 2019 9:39 pm
Forum: Ideas and Suggestions
Topic: Accumulator charge graph
Replies: 8
Views: 21384

Re: Accumulator charge graph

Has anyone ever tried implementing this using combinators and lamps?

I should say, I'm trying and I can't seem to get my shift register to work. :-(
by nljr
Sun Mar 03, 2019 7:40 pm
Forum: Ideas and Suggestions
Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
Replies: 31
Views: 7201

Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research

throw a ton of shields in it and it might as well be armor anyways. Right. And that's why I said it would be incompatible with shields. I don't see how separating them is necessary. The power armor just gives you the equipment grid. All the military stuff you can put it in still requires military r...
by nljr
Sun Mar 03, 2019 6:32 pm
Forum: Ideas and Suggestions
Topic: Tech queues feel very unfinished
Replies: 1
Views: 760

Tech queues feel very unfinished

I appreciate the tech queue as implemented and it's a huge help to reduce interruptions and let me focus on building the base. I absolutely LOVE the orange color for techs that aren't available yet, but will be when the current queue is done. That rocks! Just a couple little ideas to make them easie...
by nljr
Sun Mar 03, 2019 6:25 pm
Forum: Ideas and Suggestions
Topic: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research
Replies: 31
Views: 7201

Re: [0.17] Remove military science from power armor Mk2 and portable fusion reactor research

The utility abilities of power armor need to be separated from the military abilities. That could be done with a "power suit" item mark 1 and 2 as a cheaper alternative to power armor. It wouldn't have the defense of power armor and wouldn't accept laser defense or shield modules. Since Po...
by nljr
Wed Feb 27, 2019 3:42 am
Forum: Releases
Topic: Version 0.17.1
Replies: 56
Views: 36480

Re: Version 0.17.1

I don't know if there's a feedback thread around somewhere, so I'll just leave this here: The new campaign is HARD. Really, really hard. Specifically, I've launched many, many rockets, but I lost due to bugs invading from both sides in huge masses. My wife has played with me through quite a few rock...
by nljr
Thu Feb 14, 2019 2:50 pm
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87735

Re: Friday Facts #280 - Visual Feedback is the king

I have an idea (I hope it wasn't already suggested) When you add a temporary station, if the player is in the train, make the train wait until the play exits the train. If the player isn't in the train, make the train wait until the player enters the train. Not sure if just trolling or just need gl...
by nljr
Fri Feb 08, 2019 1:04 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 87735

Re: Friday Facts #280 - Visual Feedback is the king

I love all of these changes. Great work. I especially love the new toolbar. I have one little request for the toolbar: I would really like to be able to pause my server with a hotkey. I play with my wife and when a cat starts throwing up is a bad time to be hunting through menus. I'm kind of hoping ...

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