Search found 123 matches
- Tue May 28, 2019 7:56 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 59901
Re: [MOD 0.17] Deadlock's Crating Machine
I managed to add a new machine tier (had to copy the animation bit to change the tint... Would appritiate tips on how to change only that bit without copying everything), tech, recipe, item... The one thing that gave me trouble is that it seems like your function can't deal with requests to add to a...
- Tue May 21, 2019 2:45 pm
- Forum: Modding interface requests
- Topic: Sync with save from command line
- Replies: 1
- Views: 666
Re: Sync with save from command line
Plus one this. Probably the main reason I didn't bother doing mod folders yet.
- Sat May 04, 2019 11:16 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 59901
Re: [MOD 0.17] Deadlock's Crating Machine
I need a new machine as well though.
- Sat May 04, 2019 3:53 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 59901
Re: [MOD 0.17] Deadlock's Crating Machine
It's too bad to hear that the mod is not in development anymore. I've never used it, but I love the beltbox mod. I'm currently working on a compatibility mod for Space Exploration (AAII version done), and not having a function to add tiers is a bit rough... SE adds a space tier of items which have i...
- Fri Mar 08, 2019 8:05 pm
- Forum: News
- Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
- Replies: 65
- Views: 32185
Re: Friday Facts #285 - Bugs, Bugs, Bugs.
I had a fairly odd bug. When I was setting up my steam array, all of my decoratives suddenly dissappear.
A few updates later, I noticed that they are back, so it was probably fixed.
A few updates later, I noticed that they are back, so it was probably fixed.
- Fri Mar 08, 2019 10:42 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 117746
Re: [MOD 0.15] AAI Industry
inserters need iron sticks now? wow... I'll need to find a way to fit it into my mall. Will probably need to redesign it...
- Sun Mar 03, 2019 11:49 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 117746
Re: [MOD 0.16] AAI Industry
Are you working on the 0.17 version of this mod? Can we have an estimated release window? Earendel hasn't been online since January 26th. He may be working on it already, but you may not get an answer to this question by the time he's finished. If someone knows how to get in contact with him, pleas...
- Sun Mar 03, 2019 11:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [0.17.3] Blueprint preview has entity outside of bounds (MR)
- Replies: 7
- Views: 4463
Re: [0.17.3] Blueprint preview has entity outside of bounds (MR)
Still in 0.17.14, and it most likely has to do with tiles. If any tiles are in the blueprint, and the nearest entity to the tile is quite far away, the centering freaks out if tiles are not enabled.
- Sat Mar 02, 2019 4:00 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 117746
Re: [MOD 0.16] AAI Industry
Are you working on the 0.17 version of this mod? Can we have an estimated release window?
- Fri Feb 15, 2019 5:22 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 91371
Re: Friday Facts #282 - 0.17 in sight
Hmm. I'm all for expanding more on the map type mechanic. You mentioned that you could potentially add the 0.16 like maps as another map type if people want it. I say, why not add it to begin with? Some people are bound to want it, so fix it before it gets broken. Coming up with even more map types ...
- Thu Feb 14, 2019 12:36 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 574429
Re: [MOD 0.14] AAI Programmable Vehicles
Because unlike a real multiplayer game, all of those virtual players are simulated on just one instance of the game.BlueTemplar wrote: ↑Tue Feb 12, 2019 9:25 pmWhy would players be performance-heavy though?
(I've been in MP games with that many players without performance becoming unplayable...)
- Fri Feb 01, 2019 6:02 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 98004
Re: Friday Facts #280 - Visual Feedback is the king
Thoughts about waypoints: As it is, I think that it'd be better to implament the following rule: If the station has wait conditions, treat it normally. If it doesn't, calculate the route to the next station immediatly (as soon as it leaves the previoues station). Also, make stations function like ch...
- Fri Jan 18, 2019 4:10 pm
- Forum: News
- Topic: Friday Facts #278 - The new quickbar
- Replies: 176
- Views: 72393
Re: Friday Facts #278 - The new quickbar
One thing, the change to blueprint mechanics is gonna probably break the Recrucive blueprints mod... I wonder how will it be adjusted.
- Wed Jan 09, 2019 10:42 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 574429
Re: [MOD 0.14] AAI Programmable Vehicles
Having an issue with this & angels Industries (previously logistics) When you control the AI of the crawler (building platform) it clears the equipment grid's sub-contents, so when you have a burner generator it clears all the fuel contained within it. This appears when cycling through the AI m...
- Fri Dec 28, 2018 4:54 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 171871
Re: Friday Facts #275 - 0.17 Science changes
Military upgrade technologies... "Stronger explosives - Grenades, Rockets, Land mines " What do you think about adding Cliff explosives to the list? Would that deviate from the goal of the Military Science Pack? Cliff explosives are not a weapon at all IIRC. They don't have any damage sta...
- Fri Oct 26, 2018 10:43 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 574429
Re: [MOD 0.14] AAI Programmable Vehicles
then it looks like those are just icons.
- Thu Oct 25, 2018 8:57 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 574429
Re: [MOD 0.14] AAI Programmable Vehicles
Hi I've just read trough all the 38 pages of posts in this thread without finding the answer to my question so here it goes: I have a full setup of AAI with miners, haulers, chaingunners and wardens working pretty much as I want. Most buildings are on timers to minimize CPU hits and power for my at...
- Fri Oct 19, 2018 9:19 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 574429
Re: [MOD 0.14] AAI Programmable Vehicles
comparability with mod the car do not mining with Surfaces_remake_0.2.4 mod If you're talking about picking the car up, then it might not have anything to do with the mod. You can't pick up vehicles that have characters driving them, and the mod is using virtual characters to drive the vehicles. Yo...
- Tue Oct 16, 2018 7:42 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 574429
Re: [MOD 0.14] AAI Programmable Vehicles
I ment the depot signal in the signals tab. It might be an artefact of the way things are coded, just like the chip icon. I wanted to automate things a bit more by using signals from the depots. What I actually wanted is to loop through the depots, see what they accept and send a full hauler to the...
- Mon Oct 15, 2018 11:39 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 574429
Re: [MOD 0.14] AAI Programmable Vehicles
Are the signals for vehicle depots supposed to work? I noticed that in the signals screen the beacon and vehicle depot has been added. But they got those weird long technical names (virtual-signal-name.signal-vehicle-depot-id) instead of the regular short names. When I plug in a storage depot id in...