Search found 55 matches

by midnight109
Wed Oct 16, 2013 9:11 pm
Forum: Modding help
Topic: Image non transparent?
Replies: 5
Views: 3999

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...
by midnight109
Wed Oct 16, 2013 5:39 pm
Forum: Modding help
Topic: Image non transparent?
Replies: 5
Views: 3999

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 ...
by midnight109
Mon Oct 14, 2013 3:55 am
Forum: Modding help
Topic: Power Consumption without production?
Replies: 7
Views: 4123

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 >.>
by midnight109
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: 13801

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...
by midnight109
Mon Oct 14, 2013 3:28 am
Forum: Implemented Suggestions
Topic: New inserter
Replies: 8
Views: 14924

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...
by midnight109
Mon Oct 14, 2013 3:24 am
Forum: Modding help
Topic: Power Consumption without production?
Replies: 7
Views: 4123

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...
by midnight109
Mon Oct 14, 2013 1:42 am
Forum: Resolved Problems and Bugs
Topic: 0.7.1 'God Mode' attacks
Replies: 2
Views: 1519

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...
by midnight109
Wed Oct 09, 2013 4:03 am
Forum: Resolved Problems and Bugs
Topic: Update Bug
Replies: 1
Views: 1046

Update Bug

Updating to 0.7.1 made it unusable, have to delete install again.
Win64 build
by midnight109
Tue Oct 08, 2013 2:02 am
Forum: Modding help
Topic: Currently possible to change polution?
Replies: 8
Views: 4345

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...
by midnight109
Tue Oct 08, 2013 1:59 am
Forum: Modding help
Topic: Currently possible to change polution?
Replies: 8
Views: 4345

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...
by midnight109
Tue Oct 08, 2013 1:48 am
Forum: Resolved Problems and Bugs
Topic: Mods folder changed no notice?
Replies: 4
Views: 2370

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...
by midnight109
Tue Oct 08, 2013 1:45 am
Forum: Balancing
Topic: 0.7.0 Is Impossible
Replies: 9
Views: 12850

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...
by midnight109
Wed Jul 31, 2013 10:38 pm
Forum: Resolved Problems and Bugs
Topic: 0.6.0 Electric and crashing under areas
Replies: 7
Views: 3475

Re: 0.6.0 Electric and crashing under areas

Capture.PNG
Capture.PNG (630.74 KiB) Viewed 3447 times
a screenie

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
by midnight109
Wed Jul 31, 2013 10:27 pm
Forum: Resolved Problems and Bugs
Topic: 0.6.0 Electric and crashing under areas
Replies: 7
Views: 3475

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
by midnight109
Wed Jul 31, 2013 1:47 am
Forum: Releases
Topic: Update 0.6.1
Replies: 8
Views: 18330

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...
by midnight109
Tue Jul 30, 2013 12:33 am
Forum: Resolved Problems and Bugs
Topic: 0.6.0 Electric and crashing under areas
Replies: 7
Views: 3475

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 ...
by midnight109
Fri Jul 26, 2013 7:06 pm
Forum: Releases
Topic: Update 0.6.0
Replies: 34
Views: 30513

Re: Update 0.6.0

REALLY O_O
As if this game wasent adicting enough O_o *starts the xxxxxxx coffee*
by midnight109
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: 13801

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...
by midnight109
Fri Jul 12, 2013 2:12 am
Forum: Releases
Topic: Version 0.5.3
Replies: 11
Views: 19724

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 ...
by midnight109
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: 13801

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...

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