Search found 40 matches

by Syriusz
Fri May 22, 2020 10:20 pm
Forum: Mods
Topic: Map Identifying Mod created entities?
Replies: 1
Views: 431

Re: Map Identifying Mod created entities?

Wrong forum. Mod help here: viewforum.php?f=25
by Syriusz
Fri May 22, 2020 10:13 pm
Forum: Mods
Topic: Production capacity, consumption and overall not used production
Replies: 1
Views: 497

Re: Production capacity, consumption and overall not used production

Wrong forum. It should be there: viewforum.php?f=25
As for your answer, why not see what mods you mentioned work?
by Syriusz
Sun May 10, 2020 9:29 am
Forum: News
Topic: Friday Facts #346 - He who does nothing, breaks nothing
Replies: 47
Views: 12261

Re: Friday Facts #346 - He who does nothing, breaks nothing

It would be cool if more dust were produced if character/ car is moving faster. From gifs I am not sure if this is true here or not. And since we are talking proverbs about decisions to change something, my father always said "lepsze- wróg dobrego" which in Polish means "better- enemy...
by Syriusz
Sat Apr 25, 2020 9:13 am
Forum: News
Topic: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record
Replies: 59
Views: 15677

Re: Friday Facts #344 - Tile transition collisions & Team Steelaxe speedrun record.

Does anyone have a link to speedrun with synchronised views? And about pathfinding: lets say you have tile 1 and player can jump from it to tile 2. Can you store that information in tile 1? Or just information that it does have a tile where player can jump from it? Or store it in water that is betwe...
by Syriusz
Fri Nov 01, 2019 10:28 am
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 28227

Re: Friday Facts #318 - New Tooltips

Hmm bathing all entities would be great, but if entity size makes it more difficult, maybe it could be enough to just give them "item size" so construction bot with 5 slots could carry 5 belts but only 2 assemblers or 1 nuclear plant for example? And maybe 10 tiles? Also, for me it does no...
by Syriusz
Fri May 10, 2019 7:14 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.38] hidden_from_flow_stats flag is ignored when handcrafting
Replies: 1
Views: 1503

[Rseding91] [0.17.38] hidden_from_flow_stats flag is ignored when handcrafting

Hi. Hand crafting recipe with flag hidden_from_flow_stats still results in increase in production tab. I have used Deadlock's Stacking Beltboxes & Compact Loaders and it works fine if recipe is crafted in machine. Deadlock says that it is not fault in mod, since it is same recipe. https://i.ibb....
by Syriusz
Fri May 10, 2019 6:56 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 131053

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

I will report it. Thanks for the help!
by Syriusz
Fri May 10, 2019 4:51 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 131053

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

I made a loop like yours and it worked fine, but with hand crafting I have that result:

Image
by Syriusz
Thu May 09, 2019 5:38 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 131053

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Oh, ok. It may be because I have checked with hand crafting (unstacking).
Thanks for a clarification!
by Syriusz
Tue May 07, 2019 5:34 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 131053

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Hi. It is great mod, I am experimenting with new layouts now :-)
Could you add to unstacking recipes that results are catalysts? It would remove them from production table.
Thanks!
by Syriusz
Fri May 11, 2018 7:10 pm
Forum: News
Topic: Friday Facts #242 - Offensive programming
Replies: 51
Views: 16710

Re: Friday Facts #242 - Offensive programming

After reading the title I was worried that you had troubles with social justice warriors...
by Syriusz
Sun Jan 14, 2018 3:22 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 245061

Re: Friday Facts #225 - Bots versus belts (part 2)

I think, that the minimum space betwen two Robots must be a loot bigger. So the bots have to fly courves around themselves and they cant fly in a row like a belt. They have the same speed but longer ways to go. 20 Drones in real life cant fly in a direkt row because turbulence in the air, the dange...
by Syriusz
Sat Jan 13, 2018 5:42 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 245061

Re: Friday Facts #225 - Bots versus belts (part 2)

Splitter configuration might be useful, but I already use something better- loaders (and especially with merging chests mod). With them you can do all of this, on little bigger space, but without another gui and you can see it clearly. I fear that with those splitters, you will find yourself questio...
by Syriusz
Fri Sep 22, 2017 7:44 pm
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 41038

Re: Friday Facts #209 - Optimisation is a way of life

Great stone path! I do not think, that making bots invulnerable is good idea. The only thing that could make it look good is making hybrid version- they would not be entity when they are far away from enemies, but when they will be in f.e. 10 chunks away from enemy, real entity would be spawned in p...
by Syriusz
Tue May 02, 2017 2:00 pm
Forum: Resolved Problems and Bugs
Topic: [15.6] Requester remembers signal value when blueprinted
Replies: 3
Views: 1884

[15.6] Requester remembers signal value when blueprinted

When i placed blueprint with requester connected to circuit network it remembers signal value, even if that requester is not connected to anything yet. On screenshot you can see that requester controlled by network is set to 128 copper ore, even though it is not connected to arithmetic combinator ye...
by Syriusz
Mon Feb 20, 2017 4:16 pm
Forum: Bob's mods
Topic: Oxygen production makes no sense (power).
Replies: 2
Views: 1876

Re: Oxygen production makes no sense (power).

It would be more realistic, but im not sure if players would like that :). Maybe increase power by 2-3x for electrolysis and decrease power for air separation by 2 or so? Maybe move it to refinery so it will use more space but will be faster and use less energy? Air separation is refining and distil...
by Syriusz
Sun Feb 19, 2017 1:46 pm
Forum: Bob's mods
Topic: Oxygen production makes no sense (power).
Replies: 2
Views: 1876

Oxygen production makes no sense (power).

Why it is more energy efficient to produce oxygen with electrolysis than with air separation? Electrolysis should use at least ten times more energy, probably more. Electrolysis should use more energy with other formulas too.
by Syriusz
Sat Oct 15, 2016 10:57 am
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 83501

Re: Friday Facts #160 - Playtesting

I think that merging is good idea, but do not merge them with possibility of loosing items, like now with ammo, but instead make them average health. So health of merged items should be: HP=SUM(HP of items)/(number of items). It will require as many repair packs (more or less, depends on rounding) ...
by Syriusz
Fri Oct 14, 2016 6:32 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 83501

Re: Friday Facts #160 - Playtesting

I think that merging is good idea, but do not merge them with possibility of loosing items, like now with ammo, but instead make them average health. So health of merged items should be: HP=SUM(HP of items)/(number of items). It will require as many repair packs (more or less, depends on rounding) a...
by Syriusz
Sun Jul 17, 2016 1:23 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 71921

Re: [MOD 0.12.20+] Homeworld

I encountered two bugs that could be related: after loading game, the portal disappears. When I stood next to portal on load it looked like it was cut in half (there were only circle on top visible) and what is left of it make animation like when it send something and then it disappears. Then, when ...

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