Search found 3928 matches
- Sat May 10, 2025 12:14 pm
- Forum: Modding interface requests
- Topic: [2.0.47] Issue with LuaPlanet associate_surface
- Replies: 6
- Views: 355
Re: [2.0.47] Issue with LuaPlanet associate_surface
It would be very helpful - only solution right now would be to check every chunk event if planet of surface has changed.
- Fri May 09, 2025 7:34 pm
- Forum: Modding interface requests
- Topic: [2.0.47] Issue with LuaPlanet associate_surface
- Replies: 6
- Views: 355
Re: [2.0.47] Issue with LuaPlanet associate_surface
Thanks for checking I think I figured it out with help of error().
Issue happens because RSO acts on surface create and then there is no surface association yet.
From what I can see there is no event that informs about change of surface association so I'll have to find a workaround for that.
Issue happens because RSO acts on surface create and then there is no surface association yet.
From what I can see there is no event that informs about change of surface association so I'll have to find a workaround for that.
- Fri May 09, 2025 4:18 pm
- Forum: Modding interface requests
- Topic: [2.0.47] Issue with LuaPlanet associate_surface
- Replies: 6
- Views: 355
Re: [2.0.47] Issue with LuaPlanet associate_surface
It's possible that problem happens within one event.
Your test makes all of those separate command - when I'm trying to spawn stuff on surface it happens right after surface was created and attached to planet. I think it's in the same event and/or block of lua (would need to double check to be sure ...
Your test makes all of those separate command - when I'm trying to spawn stuff on surface it happens right after surface was created and attached to planet. I think it's in the same event and/or block of lua (would need to double check to be sure ...
- Fri May 02, 2025 5:47 pm
- Forum: Modding interface requests
- Topic: [2.0.47] Issue with LuaPlanet associate_surface
- Replies: 6
- Views: 355
[2.0.47] Issue with LuaPlanet associate_surface
I have been trying to make RSO work with warptorio correctly but I don't seem to be able to follow planet=surface associacion after warptorio used associate_surface call on planet.
After that call surface that was just created has planet set to nil in lua, at the same time if I iterate on planets ...
After that call surface that was just created has planet set to nil in lua, at the same time if I iterate on planets ...
- Tue Nov 26, 2024 1:06 am
- Forum: Resource Spawner Overhaul
- Topic: Missing ore types when combining Pyanondons and RSO
- Replies: 5
- Views: 966
Re: Missing ore types when combining Pyanondons and RSO
Funny how things change, it used to be that it's using vanilla setting that wasn't recommended for pY, and RSO was considered the 'default'...
There were few issues with RSO with generation that are fixed now. It seems that some new ore is missing now so thats next to fix.
I looked at default ...
- Fri Nov 22, 2024 11:11 pm
- Forum: Resource Spawner Overhaul
- Topic: Missing ore types when combining Pyanondons and RSO
- Replies: 5
- Views: 966
Re: Missing ore types when combining Pyanondons and RSO
It looks like there was an update to PY that added some new ores?
AFAIK PY has it's own recommended preset outside of RSO. And I'm not sure how playable it is with RSO atm.
Trying to add the new resources might be a problem since I have no idea how they are used.
AFAIK PY has it's own recommended preset outside of RSO. And I'm not sure how playable it is with RSO atm.
Trying to add the new resources might be a problem since I have no idea how they are used.
- Tue Nov 12, 2024 3:10 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 134636
Re: Friday Facts #378 - Trains on another level
"But one day, kovarex said "Why doesn't the rail planner just snap to the rail you're pointing at?"
And since that day it does, rail planner "just connects" to any rail you pick, including between ground and elevated levels.
This also massively helps mitigate issues related to the rail planner ...
- Sun Nov 10, 2024 1:42 pm
- Forum: Resource Spawner Overhaul
- Topic: Bugged enemy generation 2.016?
- Replies: 2
- Views: 505
Re: Bugged enemy generation 2.016?
Can you check if you have enemy geneartion enabled in mod settings?
RSO can use base game generation or it's own - both are in the settings (one is a startup setting other is a map setting).
RSO can use base game generation or it's own - both are in the settings (one is a startup setting other is a map setting).
- Tue Nov 05, 2024 8:54 pm
- Forum: Gameplay Help
- Topic: Bot "Minimum Operation Time"
- Replies: 22
- Views: 4211
Re: Bot "Minimum Operation Time"
It might be in reference to Aquilo where bots will not work as long due to heavily increased energy costs for operation.
It still sounds weird when you read it.
It still sounds weird when you read it.
- Mon Oct 28, 2024 5:12 pm
- Forum: Gameplay Help
- Topic: Fulgora Problem
- Replies: 15
- Views: 21150
Re: Fulgora Problem
I think looking for a good starting point is key there. I got an island with a good size and around 260k scrap, after resettling two times.
That got me startet and i only have around 20% covered in accumulators (basic). with the whole production + recycling chain on the island. After that i ...
- Sun Oct 27, 2024 4:09 pm
- Forum: News
- Topic: Friday Facts #434 - Galaxy of Fame
- Replies: 47
- Views: 15478
Re: Friday Facts #434 - Galaxy of Fame
There are no limitations atm.Aggrobauer wrote: Sun Oct 27, 2024 8:04 am Hi.
Is it possible to reach the Galaxy of Fame with using mods or is it only possible in vanilla play?
The best to all of you.
Quite a few entries there now are from editor and/or mods right now.
- Sun Oct 27, 2024 4:08 pm
- Forum: Not a bug
- Topic: (2.0.9) Combinator 2.0 Logic - Can't do X AND (Y OR Z).
- Replies: 3
- Views: 430
Re: (2.0.9) Combinator 2.0 Logic - Can't do X AND (Y OR Z).
Ohh so it's by design that only AND merges.
I had to do (X AND Z) OR (Y AND Z) to make this work as intended.
I had to do (X AND Z) OR (Y AND Z) to make this work as intended.
- Fri Oct 25, 2024 11:54 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 265993
Re: Friday Facts #375 - Quality
You missed one bit in your test - you are using basic T3 quality modules.
One of first things you need to do is to make legendary (or highest tier you can) Q3 module. That will reduce the amount of needed cycles significantly (it will still be a lot without modding and I think thats by design ...
One of first things you need to do is to make legendary (or highest tier you can) Q3 module. That will reduce the amount of needed cycles significantly (it will still be a lot without modding and I think thats by design ...
- Wed Oct 23, 2024 7:19 pm
- Forum: Not a bug
- Topic: [2.0.9] All requests satisfied condition doesn't work correctly with platforms
- Replies: 1
- Views: 507
[2.0.9] All requests satisfied condition doesn't work correctly with platforms
Schedule condition all requests satisfied ignores a lot of requests if there are many of them and considers it's conditions fullfilled.
In attached save platform named Personal is otw to Gleba. There is a landing pad there with a lot of requests.
When platform arrives it will fire one cargo pod ...
In attached save platform named Personal is otw to Gleba. There is a landing pad there with a lot of requests.
When platform arrives it will fire one cargo pod ...
- Wed Oct 23, 2024 6:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.9] Off by one bug on platform request execution
- Replies: 6
- Views: 6851
[Genhis][2.0.9] Off by one bug on platform request execution
Automated platform requests will sometimes deliver one more rocket of stuff.
Attached save has a platform Transport 1 flying to Fulgora. After it docks it will start ordering things from it's request list.
Last executed request (should be for science packs) will receive 1 more rocket (1k of them ...
Attached save has a platform Transport 1 flying to Fulgora. After it docks it will start ordering things from it's request list.
Last executed request (should be for science packs) will receive 1 more rocket (1k of them ...
- Tue Oct 22, 2024 4:40 pm
- Forum: Not a bug
- Topic: [2.0.7] No higher Quality items produced (speed modules in beacons) (MR)
- Replies: 5
- Views: 4138
- Fri Sep 27, 2024 1:30 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 66967
Re: Friday Facts #430 - Drowning in Fluids
Who TF thought limiting pumps by 10x would be a good idea??!?!
Now my nuclear reactors (who still falsely say they consume nuclear fuel (that stuff to power vehicles) instead of nuclear fuel cells... and they say that's correct... anyways...)
Now my nuclear reactors will need 5x to 10x as many ...
- Sat Feb 24, 2024 11:44 am
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 96452
Re: Friday Facts #399 - Trash to Treasure
So the recycler can't output more than 100% of its input but I can take that 100% output and use it to make something with a productivity bonus, which does give >100% outpit.
Recycle again for 100% output and I now have a loop that produces slightly more material than it consumes, granting ...
- Mon Oct 02, 2023 10:26 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 265993
Re: Friday Facts #375 - Quality
What I really do not like about this feature is that it is completely dependent on UI (overly) information. Apparently you cannot identify the quality of an item in the game world on a belt without these UI elements (dots).
I find this extremely unimmersive.
Now you aren't observing how fancy ...
- Mon Sep 11, 2023 3:47 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 265993
Re: Friday Facts #375 - Quality
Well what I certainly like is that there is life and discussion again on the forums :D
It's almost like this FF was meant to provoke this? ;)
I agree that quality needs different naming since usual RPG terms look strange. But mechanics overall doesn't seem problematic to me.
And if I ...