Search found 97 matches
- Wed Apr 10, 2024 2:10 am
- Forum: Logistic Train Network
- Topic: Using LTN Mod source?
- Replies: 6
- Views: 302
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.
- Tue Apr 09, 2024 3:47 pm
- Forum: Logistic Train Network
- Topic: Using LTN Mod source?
- Replies: 6
- Views: 302
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?
Which is why I was asking. Can I please use the source in a new mod with enhancements?
- Tue Apr 09, 2024 12:03 am
- Forum: Logistic Train Network
- Topic: Using LTN Mod source?
- Replies: 6
- Views: 302
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 ...
- Mon Apr 08, 2024 10:29 pm
- Forum: Logistic Train Network
- Topic: Using LTN Mod source?
- Replies: 6
- Views: 302
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...
- Sat May 23, 2020 11:28 pm
- Forum: Ideas and Requests For Mods
- Topic: If I hit it, it dies.
- Replies: 3
- Views: 1241
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.
- Sat Nov 16, 2019 5:43 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 34611
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?
- Tue Sep 17, 2019 2:24 pm
- Forum: Not a bug
- Topic: [0.17.68] Visual bug, plants over car
- Replies: 2
- Views: 1188
Re: [0.17.68] Visual bug, plants over car
Plants growing up through the car are intended? Wow. Okay
- Tue Sep 17, 2019 2:07 am
- Forum: Not a bug
- Topic: [0.17.68] Visual bug, plants over car
- Replies: 2
- Views: 1188
[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.
If it helps, I backed the car into that spot and if I back up a little farther the plants drop under the car.
- Mon May 27, 2019 8:27 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1209763
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 ...
- Wed Apr 17, 2019 1:07 am
- Forum: Ideas and Suggestions
- Topic: Rails could track how often they're used
- Replies: 3
- Views: 1277
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...
- Sun Apr 14, 2019 1:18 pm
- Forum: Ideas and Suggestions
- Topic: Rails could track how often they're used
- Replies: 3
- Views: 1277
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?
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?
- Sat Apr 06, 2019 3:14 am
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 23802
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...
- Thu Mar 28, 2019 10:57 pm
- Forum: Releases
- Topic: Version 0.17.21
- Replies: 15
- Views: 14275
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...
- Sun Mar 24, 2019 9:39 pm
- Forum: Ideas and Suggestions
- Topic: Accumulator charge graph
- Replies: 8
- Views: 21393
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.
I should say, I'm trying and I can't seem to get my shift register to work.
- 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: 7210
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...
- Sun Mar 03, 2019 6:32 pm
- Forum: Ideas and Suggestions
- Topic: Tech queues feel very unfinished
- Replies: 1
- Views: 761
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...
- 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: 7210
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...
- Wed Feb 27, 2019 3:42 am
- Forum: Releases
- Topic: Version 0.17.1
- Replies: 56
- Views: 36517
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...
- Thu Feb 14, 2019 2:50 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 87969
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...
- Fri Feb 08, 2019 1:04 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 87969
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 ...