Search found 55 matches
- Wed Oct 16, 2013 9:11 pm
- Forum: Modding help
- Topic: Image non transparent?
- Replies: 5
- Views: 4257
Re: Image non transparent?
AirFilter1.png Here is your file ;) EDIT : What is this blue-green part I just noticed ? Is it meant to be part of the image ? I think not. (Aka french spy from TF2 :P ) Thanks :D So I guess its not using pixel replacements but a Alpha layer, have to install Gimp again >.> And no the Blueish isnt t...
- Wed Oct 16, 2013 5:39 pm
- Forum: Modding help
- Topic: Image non transparent?
- Replies: 5
- Views: 4257
Image non transparent?
Ok, Since the new patch for the pollution stuff, I created a air filter, larger then I was planning on, but still ended up making everything diffrent then planed. The issue is with a pure White BG on the png, it still draws the white. Looking at the images on the base and the code in the entities I ...
- Mon Oct 14, 2013 3:55 am
- Forum: Modding help
- Topic: Power Consumption without production?
- Replies: 7
- Views: 4452
Re: Power Consumption without production?
Well maybe I should just make a new entity all together, was working on a few aspects but they all seem to do the same thing, unless thier 'doing something' they dont seem to consume anything >.>
- Mon Oct 14, 2013 3:33 am
- Forum: Mods
- Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
- Replies: 14
- Views: 14468
Re: [0.5.X] v0.0.7 - several add ons, mining, power, radar &
I almost had a working version but I put it off awhile for working >.< Working on Live Streams at the office so been busy with it but getting slowly back into this lol The next update I am working on now, wont be the big buildings yet, but have a few nice things I think special for the new 0.7.1 ver...
- Mon Oct 14, 2013 3:28 am
- Forum: Implemented Suggestions
- Topic: New inserter
- Replies: 8
- Views: 15241
New inserter
We have a Long Inserter that goes one way, but how about one that goes the other way as well? Instead of just taken a resource from 2 spaces in one way, how about a inserter that can put resource out 2 spaces? Such as a Assembly building is making say Electronic circuits, run on each side the iron a...
- Mon Oct 14, 2013 3:24 am
- Forum: Modding help
- Topic: Power Consumption without production?
- Replies: 7
- Views: 4452
Power Consumption without production?
Ok, with the new Pollution aspects, I am working on a mod that does work, sorta. The Idea is the make a new form of a power pole, that will filter the air. The poles wouldnt be cheap, so would only put them in areas where pollution would be a issue like replacing the small electric power poles suppl...
- Mon Oct 14, 2013 1:42 am
- Forum: Resolved Problems and Bugs
- Topic: 0.7.1 'God Mode' attacks
- Replies: 2
- Views: 1738
0.7.1 'God Mode' attacks
The Sandbox mode says the mobs wont atk on thier own, and setting the map settings to also be free from atks, dosent always work. For some reason I get random groups of bitters that will come in to the base and just start eating things like belts miners and inserters galor. The problem with it is th...
- Wed Oct 09, 2013 4:03 am
- Forum: Resolved Problems and Bugs
- Topic: Update Bug
- Replies: 1
- Views: 1151
Update Bug
Updating to 0.7.1 made it unusable, have to delete install again.
Win64 build
Win64 build
- Tue Oct 08, 2013 2:02 am
- Forum: Modding help
- Topic: Currently possible to change polution?
- Replies: 8
- Views: 4688
Re: Currently possible to change polution?
and I did see the emissions_per_tick = -0.0001 for trees, but looking for something diffrent. It seems it always functions, prob is I want the reductions to stop if the new entity losses key parts such as water or power. Using the plain emissions_per_tick = -0.0001 setup seems I can place it, and it...
- Tue Oct 08, 2013 1:59 am
- Forum: Modding help
- Topic: Currently possible to change polution?
- Replies: 8
- Views: 4688
Currently possible to change polution?
Dosent seem possible yet, but so far can only think of creating a - pollution value, but dosent seem to work. Curious if thier is a known way to make a entity absorb or remove pollution so long as it has power and water. I was considering making a Water Filtration system for the Air pollution you co...
- Tue Oct 08, 2013 1:48 am
- Forum: Resolved Problems and Bugs
- Topic: Mods folder changed no notice?
- Replies: 4
- Views: 2611
Mods folder changed no notice?
I installed the new version, my mod vanished. Figured was a change in the code but after some exploration, the normal users\username\appdata dir seems to not be used anymore on my box, now all the mods, configs, saves, temps, stored in Program Files dir instead, not sure if a bug or intentional figu...
- Tue Oct 08, 2013 1:45 am
- Forum: Balancing
- Topic: 0.7.0 Is Impossible
- Replies: 9
- Views: 13340
Re: 0.7.0 Is Impossible
Well def could use some balancing to help get started. Not sure if its intended, but seems once a base decided to go argo, its always on argo. In a few test runs trying to find ways to survive all these changes, when one base atks, usually detroys lots of stuff, shuts down whole thing, pollution dro...
- Wed Jul 31, 2013 10:38 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.6.0 Electric and crashing under areas
- Replies: 7
- Views: 3809
Re: 0.6.0 Electric and crashing under areas
seems to occur when ever a power read out hits something going up or down in between 8-10KW, so when my solar panels charge up or down onces they hit some number in that range it goes sci notation till it gets past it then goes back to normal
- Wed Jul 31, 2013 10:27 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.6.0 Electric and crashing under areas
- Replies: 7
- Views: 3809
Re: 0.6.0 Electric and crashing under areas
Crash is fixed it seems, but seems to have increased the weird power information, now even without and modules I am getting them on diffrent things. Will run it awhile see if can do a screenie
- Wed Jul 31, 2013 1:47 am
- Forum: Releases
- Topic: Update 0.6.1
- Replies: 8
- Views: 18727
Re: Update 0.6.1
holy cow o_o thats alota bug fixes in a short amount of time. You all really do kick some seroius rear on the code and very efficient o_O I was running 213 electric furnaces, 6-8 assem 2 each on gears and wire, and at least 2 each on every production item, tons of stuff moving around the screen, sol...
- Tue Jul 30, 2013 12:33 am
- Forum: Resolved Problems and Bugs
- Topic: 0.6.0 Electric and crashing under areas
- Replies: 7
- Views: 3809
0.6.0 Electric and crashing under areas
Ok, for the electric part, if you add 1 of the efficency mods to a electric smelter it cuts the power then if you look at the production sumary window it randomly switches the production and consumption from a number, ie 17KW into +0.E07 <.< I dont think that is right Sometimes seems to look normal ...
- Fri Jul 26, 2013 7:06 pm
- Forum: Releases
- Topic: Update 0.6.0
- Replies: 34
- Views: 33468
Re: Update 0.6.0
REALLY O_O
As if this game wasent adicting enough O_o *starts the xxxxxxx coffee*
As if this game wasent adicting enough O_o *starts the xxxxxxx coffee*
- Fri Jul 12, 2013 9:37 pm
- Forum: Mods
- Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
- Replies: 14
- Views: 14468
Re: [0.5.X] v0.0.5 - several add ons, mining, power, radar F
oh must have put the old one in and forgot to replace it :/ check the code and still miss everything :| The 1.5KW panel was for balance testing on the new accumulators, forgot to change them back to the reg setup of .25 production instead of 25 on the mini solar <.< opps fergot a period :P I had mad...
- Fri Jul 12, 2013 2:12 am
- Forum: Releases
- Topic: Version 0.5.3
- Replies: 11
- Views: 20329
Re: Version 0.5.3
Still this is like my biggest issue with this game :/ to addictive :/ ._. must build more o_o more coffee O_O kill them all O_O *pew pew pew* oh sorry <.< I do have a issue though aside from the to adictive part :P The autoUpdater seems to crash the program after updated, re launching seems to work ...
- Fri Jul 12, 2013 2:00 am
- Forum: Mods
- Topic: [0.5.X] v0.0.7 - several add ons, mining, power, radar &more
- Replies: 14
- Views: 14468
Re: [0.5.X] v0.0.5 - several add ons, mining, power, radar F
Glad you like the setup. I am hopeing to get the time to look at the code on the mine detection but busy, hopeing someone else will see the request for help in the help section and take a look at the code and help point me to the issue >.> I am playing with the new lab and accum now, and the new acc...