Search found 256 matches

by PiggyWhiskey
Sat Dec 14, 2024 1:10 am
Forum: Duplicates
Topic: [2.0.25] Decide Combinator Inconsistent Logic
Replies: 1
Views: 93

[2.0.25] Decide Combinator Inconsistent Logic

Decider "Each" signal will fail to evaluate any other conditions if the "Each" signal does not read from both Green and Red wires.
It correctly highlights that the condition is true, but does not output the signal.

0eNrtWMFu4jAQ/Ref3QqbGJJIe ...
by PiggyWhiskey
Mon Nov 11, 2024 7:21 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 464
Views: 248735

Re: 3 and 4 way intersections

Locutus123456 wrote: Mon Nov 11, 2024 6:57 am
PiggyWhiskey wrote: Mon Nov 11, 2024 6:30 am
That is a very efficient design. But why do the test results indicate that there are 3 lanes instead of 2?
Thank you

For the 3 lanes, I'm not sure to be honest. Perhaps it sees the split right at the start, and counts it as 2 separate lanes.
by PiggyWhiskey
Mon Nov 11, 2024 6:30 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 464
Views: 248735

Re: 3 and 4 way intersections

I made a LHD version of the Elevated 2-Lane 4-Way by Zaanza

I eliminated to lane change which isn't needed as trains change earlier, and I shortened the lead in as there are long enough lengths within the intersection to hold any trains for the merge out.

11-11-2024, 17-29-36.png

11-11-2024 ...
by PiggyWhiskey
Sun Nov 03, 2024 1:46 am
Forum: Minor issues
Topic: [2.0.14] Player can get stuck between Train and map edge
Replies: 3
Views: 372

[2.0.14] Player can get stuck between Train and map edge

A player exits the train to the left. If the rail is right against the world border (Ribbon Map) the player is stuck in place.

Driving the train doesn't squish the player, and is impossible to walk into the stuck position.

Solutions is to remote drive the train away, or find another point to get ...
by PiggyWhiskey
Fri Jul 08, 2022 10:56 pm
Forum: Assigned
Topic: [Lou] [1.1.61] Rich Text Icon incorrectly copied under specific circumstance
Replies: 0
Views: 926

[Lou] [1.1.61] Rich Text Icon incorrectly copied under specific circumstance

I'm not sure how to clearly explain this.
Editing a Rich Text tag and then copying the image does not copy correctly.

Steps:
1. Name a Station "[item=iron-pipe]"
2. Delete "iron-" (Tag changes to image with Cursor to the right of Image)
3. Without clicking off, Shift + Left to select Icon
4. Copy ...
by PiggyWhiskey
Fri Aug 07, 2020 4:45 am
Forum: Resolved Problems and Bugs
Topic: [0.18.41] Rail Placement on Map Mode doesn't act as expected
Replies: 4
Views: 2195

Re: [0.18.41] Rail Placement on Map Mode doesn't act as expected

Confirmed resolved in 0.18.43.

Thank you for an amazing game
by PiggyWhiskey
Tue Aug 04, 2020 7:11 am
Forum: Resolved Problems and Bugs
Topic: [0.18.41] Rail Placement on Map Mode doesn't act as expected
Replies: 4
Views: 2195

Re: [0.18.41] Rail Placement on Map Mode doesn't act as expected

Changelog for 0.18.42 "Don't drag map when in zoomed in map mode and building blueprints."

I'm guessing this applies to this bug, but there doesn't appear to be any change in the behaviour in-game.
by PiggyWhiskey
Mon Aug 03, 2020 1:42 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.41] crash on starting new Freeplay map (storageRecord->generateHash() == externalRecord->generateHash() was not true)
Replies: 3
Views: 1428

Re: [0.18.41] crash on starting new Freeplay map (storageRecord->generateHash() == externalRecord->generateHash() was no

Attached is the blueprint-storage.dat

The forums wouldn't accept .dat, so I changed the file extension to .txt

Deleting that file would remove my entire BP Library right?
I'll try export the strings from my current save to keep them
by PiggyWhiskey
Mon Aug 03, 2020 7:58 am
Forum: Resolved Problems and Bugs
Topic: [0.18.41] Rail Placement on Map Mode doesn't act as expected
Replies: 4
Views: 2195

[0.18.41] Rail Placement on Map Mode doesn't act as expected

It appears the Rail Placement tool (Not the ghost placement) is failing from the Map

https://i.imgur.com/ArIDGvX.png

To get an allowed location to place the rail, you need to click and drag, which moves the Map around as well, resulting in multiple random pieces placed, but not triggering the Rail ...
by PiggyWhiskey
Mon Aug 03, 2020 7:47 am
Forum: Resolved Problems and Bugs
Topic: [0.18.41] crash on starting new Freeplay map (storageRecord->generateHash() == externalRecord->generateHash() was not true)
Replies: 3
Views: 1428

[0.18.41] crash on starting new Freeplay map (storageRecord->generateHash() == externalRecord->generateHash() was not true)

I'm getting a crash on starting a new Freeplay Map.
I think it's related to this as well, the stack trace is going through the BP Library at the time of the crash.

Windows/Steam using "--mod-directory" to point to an empty folder for a Vanilla 'modpack'
by PiggyWhiskey
Thu Jul 09, 2020 1:34 am
Forum: Duplicates
Topic: [0.18.35] First 2 lines of Console Output blocked by 4th Toolbar
Replies: 1
Views: 942

[0.18.35] First 2 lines of Console Output blocked by 4th Toolbar

Whenever the player has 4 Toolbars active, the first 2 lines of the console output is visually blocked if it's too long.

Can we have it bumped up to be above the Toolbars at all times?

https://i.imgur.com/7PN6gJk.png
by PiggyWhiskey
Thu Jun 25, 2020 6:09 am
Forum: Ideas and Suggestions
Topic: Allow 'Error loading mods' to Check and Download Updates
Replies: 4
Views: 1870

Allow 'Error loading mods' to Check and Download Updates

Some times an update will break mods, and the user gets the "Error loading mods" option.
At this point their only real option is to select "Disable Listed Mods" which will restart the game to load.
If there are dependency mods, then the user may receive the error again, and Disable listed again, and ...
by PiggyWhiskey
Thu Jun 25, 2020 6:04 am
Forum: Ideas and Suggestions
Topic: Some new signals
Replies: 11
Views: 4069

Re: Some new signals

You could have localised Solar power for mining sites/Radars.
Disconnect them from the primary network using Copper Cables and when the Solar runs out, you won't drain your Steam Power.

2x Mining Drill = 3x Solar Panels (180 kW) (Calculate out for how many Mining Drills are in your Ore Field)
1x ...
by PiggyWhiskey
Fri Jun 19, 2020 11:09 am
Forum: Ideas and Suggestions
Topic: Allow GUI width to be modifiable via Scaling or Setting
Replies: 1
Views: 1218

Allow GUI width to be modifiable via Scaling or Setting

A combination of large monitors/wide screens and modded playthrough can cause an oddly cluttered and oddly bare screen especially when interacting with the character inventory/crafting tab.


In most mod playthroughs with modifications to inventory size, there is a scroll bar almost 100% of the time ...
by PiggyWhiskey
Sun Jun 14, 2020 5:32 am
Forum: Logistic Train Network
Topic: Bulk Transport vs many Mini Trains
Replies: 3
Views: 1994

Re: Bulk Transport vs many Mini Trains

I'm running a semi-dense city grid style. There's enough room for 3 1-1-1 trains between intersections which leaves maximum building space in the centre.

I went with bi-directional because with bobs/angels there are many items that need more than 4 inputs plus the outputs and I can consense more ...
by PiggyWhiskey
Sun Jun 14, 2020 2:39 am
Forum: Logistic Train Network
Topic: Bulk Transport vs many Mini Trains
Replies: 3
Views: 1994

Bulk Transport vs many Mini Trains

My current world is a 512 Ribbon with RSO and Angels/Bobs. Nearest ore patches are 1000-2000 tiles from my Factory.

I'm wanting advise on how to proceed with resupply.

I could use 1-1-1 for everything, lots of trains means more traffic issues.
Or I could use some larger 2-4-0 trains to bring bulk ...
by PiggyWhiskey
Tue Apr 30, 2019 3:03 pm
Forum: Not a bug
Topic: [0.17.34] Ghost in hand will rotate Ghost object.
Replies: 2
Views: 1664

Re: [0.17.34] Ghost in hand will rotate Ghost object.

I'm sorry, i'm usually better at fault finding than that.
It was an unexpected mod effect.

Picker Dollies (and the required dependencies) was the cause (Tested on a new and established save)
Video of effect attached below.
Picker Dollies has no Settings or Controls that affect rotation.

I'll make ...
by PiggyWhiskey
Tue Apr 30, 2019 7:21 am
Forum: Not a bug
Topic: [0.17.34] Ghost in hand will rotate Ghost object.
Replies: 2
Views: 1664

[0.17.34] Ghost in hand will rotate Ghost object.

Ghosts in world (To be placed by bots) can be rotated when holding a ghost in hand (When you don't have enough items)

0. With no Belts in Inventory
1. Click or Shift Click Transport Belt (Or rotatable object) into world (To create Belt Ghost)
2. Press 'R' while hovering over Ghost
3. Ghost entity ...
by PiggyWhiskey
Fri Apr 19, 2019 6:13 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1135162

Re: [0.17] Sea Block Pack 0.3.3

vjbone wrote: Fri Apr 19, 2019 6:10 am snip

just download zip from first post
Just saw that.
Shouldn't the Mod Portal version have proper dependencies to stop this?
So far the Dependency chain gave the list above.

The SeaBlock config at least should have it
by PiggyWhiskey
Fri Apr 19, 2019 6:01 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1135162

Re: [0.17] Sea Block Pack 0.3.3

New Seablock player, just installed v0.3.3
Current mods:
Base: 0.17.32
Sea Block Config: 0.3.0
Angels Bio: 0.6.1
Angels Petro: 0.8.2
Angels Refining: 0.10.8
Angels Smelting: 0.5.4
Bobs Electronics: 0.17.2
Bobs Library 0.17.0
KS Power: 0.3.5
Landfill Painting: 0.3.0
Science Cost Tweaker: 0.17.9
Sea ...

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