Search found 10 matches

by thegroundbelowme
Thu Nov 16, 2023 9:48 pm
Forum: Combinator Creations
Topic: Extend pulse for S seconds
Replies: 3
Views: 4926

Re: Extend pulse for S seconds

braxbro wrote:
Sun Jan 01, 2023 3:02 am
a decider combinator set to each < N => 1 each
Could you explain what this means a little more clearly? I know what "each < N" means, but I'm fairly baffled by "each < N => 1 each"
by thegroundbelowme
Thu Jan 11, 2018 7:25 pm
Forum: Mods
Topic: [MOD 0.13.x] Assembly Zero 0.1.3
Replies: 11
Views: 6113

Re: [MOD 0.13.x] Assembly Zero 0.1.3

The fluid crafting isn't working because you only have "crafting" in the list of crafting_categories. You need to change crafting_categories = {"crafting"} to crafting_categories = {"crafting", "crafting-with-fluid", "advanced-crafting"} in the proto...
by thegroundbelowme
Wed Dec 27, 2017 6:49 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156919

Re: [MOD 0.15] Miniloader

I love this mod! However, I only saw the note about instant deconstruction leaving behind invisible entities after I'd already done that - now I have a bunch of flashing "no power" icons floating around my base, preventing me from building anything else in their locations. Is there a conso...
by thegroundbelowme
Thu Dec 14, 2017 7:28 pm
Forum: Mods
Topic: [MOD 0.13.x] Assembly Zero 0.1.3
Replies: 11
Views: 6113

Re: [MOD 0.13.x] Assembly Zero 0.1.3

Just a heads up that I submitted a pull request on github to fix Assembly Machines X and Z not allowing modules to be inserted. Though they did have module_slots specified, neither of them had the "allowed_effects" property, without which the game doesn't know what modules should be allowe...
by thegroundbelowme
Sat Dec 09, 2017 10:36 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388006

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

I had to disable it first, but that did the trick, thanks!
by thegroundbelowme
Sat Dec 09, 2017 12:01 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 388006

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

I'm having an issue with the CM GUI button (the main button that opens the GUI) not showing up after starting a NG+ with the New Game+ mod. Is there a command to force the menu to show?
by thegroundbelowme
Mon Dec 04, 2017 1:00 am
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 62475

Re: [0.12]Ideas, suggestions & discussion

Yeah, just discovered that today. My bad!
by thegroundbelowme
Fri Dec 01, 2017 5:17 am
Forum: F.A.R.L
Topic: [0.12]Ideas, suggestions & discussion
Replies: 113
Views: 62475

Re: [0.12]Ideas, suggestions & discussion

I posted this on the mod page’s discussion section, but since there’s a thread here specifically for suggestions, I’m gonna copy it over: In my current game, I’m frequently switching between two different rail sets: a four-lane set for my rail backbone, and a two-lane set for smaller extensions. Whi...
by thegroundbelowme
Sun Nov 26, 2017 7:28 pm
Forum: Logistic Train Network
Topic: No minimum delivery size signal available
Replies: 3
Views: 1965

Re: No minimum delivery size signal available

Okay, that's what I thought... but I'm having trouble figuring out exactly how-to use the request threshold. I'd assume from the description in the main info thread that it's pretty much like minimum delivery size - that is, you set it to a positive number N, and once N space is available at the req...
by thegroundbelowme
Sun Nov 26, 2017 4:06 am
Forum: Logistic Train Network
Topic: No minimum delivery size signal available
Replies: 3
Views: 1965

No minimum delivery size signal available

I'm trying to set a minimum delivery size for my oil requester, but that signal is not available in the GUI for the constant combinator. Did it get removed/replaced by something else?

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