Search found 575 matches

by Reika
Thu Dec 03, 2020 9:12 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 52
Views: 8375

Re: EndgameCombat - Defend your base against lategame enemies with ease

Updated to 1.8 and my logistics turret crates still persist even after I've picked them up. In some cases, once a turret is destroyed the logistics crates are stuck around. I read in an earlier post that this was supposed to be fixed. Is there a destruction method I can use like console commands? Y...
by Reika
Sat Nov 21, 2020 4:00 am
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 52
Views: 8375

Re: EndgameCombat - Defend your base against lategame enemies with ease

Hey Reika, noticed a problem where when I deconstruct turrets the logistic chest stay put and can't be removed. Any ideas why? No crashes just the chest getting stuck.Screen Shot 2020-11-10 at 7.57.46 AM.png I have already fixed this for the next release. Thank You!, will it remove the left over on...
by Reika
Sat Nov 14, 2020 6:57 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 52
Views: 8375

Re: EndgameCombat - Defend your base against lategame enemies with ease

Catwlak_Tech wrote:
Tue Nov 10, 2020 12:59 pm
Hey Reika, noticed a problem where when I deconstruct turrets the logistic chest stay put and can't be removed. Any ideas why? No crashes just the chest getting stuck.Screen Shot 2020-11-10 at 7.57.46 AM.png
I have already fixed this for the next release.
by Reika
Sun Nov 08, 2020 7:35 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 52
Views: 8872

Re: Geothermal - A clean, but powerful power source all day long

DarkShadow44 wrote:
Thu Nov 05, 2020 8:44 pm
It's one of the options of Geothermal, AFAIK only usable with alien biomes.
Because AlienBiomes is what adds the colored volcanic biomes for which the colored geothermal patches were designed.
by Reika
Sun Nov 01, 2020 5:52 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 1275

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge

Rseding91 wrote:
Thu Oct 29, 2020 9:37 pm
Reika wrote:
Thu Oct 29, 2020 7:23 pm
... is there another entity-based way you would recommend? LuaRendering is not an option because of how it chokes on large quantities of lights.
You can configure lamps to require no power and always be on.
True, that is now a thing with the void power source.
by Reika
Thu Oct 29, 2020 7:23 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 1275

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge

This does mean using one of those "unnamed" collision layers, though, and forcibly making every rail signal use that layer, while having your own technical signal only be that layer. Yes, rail signals now have one extra layer added taken from those unnamed. I forsee exhausting those layers, or havi...
by Reika
Tue Oct 27, 2020 4:11 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 1275

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge

Can they still be made to not collide with anything else? If not, this will break all these "technical lights". Only restrictions are with rail signals themselves. They are still allowed to be made to not collide with other entities. I am reusing the same logic that is applied between rails (have t...
by Reika
Mon Oct 26, 2020 7:39 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge
Replies: 12
Views: 1275

Re: [boskid] [0.18.34] Crash on saving (Build check failed) after adding train signal to 'Cargo Ship' bridge

Ok its "fixed" for 1.1.0. Rails logic is not happy when there are multiple rail signals binding to the same rail end on the same side. I am just adding the check to prevent multiple rail signals from being defined that do not collide with each other. 10.333 Error ModManager.cpp:1510: entity prototy...
by Reika
Fri Oct 09, 2020 5:18 pm
Forum: Modding interface requests
Topic: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal
Replies: 15
Views: 861

Re: Lights added via LuaRendering have FPS impact that persists even after they are cleared by parent entity removal

... After some testing, I was able to confirm it to be the lights from my Bioluminescence mod , ... i can confirm that, i now identified (thanks for this thread)that this mods cause fps/ups drops (~25fps/40ups) after removeing this mod i can do 120fps/120ups without problem (with game speed 2) The ...
by Reika
Fri Oct 09, 2020 5:17 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 52
Views: 8872

Re: Geothermal - A clean, but powerful power source all day long

hoidnyc wrote:
Fri Oct 09, 2020 1:50 pm
What is the geothermal water filter for? I get a "no recipe" message if I click on it.
For removing the chemical impurities.
by Reika
Sun Sep 13, 2020 4:09 am
Forum: Not a bug
Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Replies: 5
Views: 259

Re: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)

Thanks for the report however that's just how it works when it's all just sprites: a lot of shadows are just gray transparent textures and when you render one over top of another it darkens it giving the shadow effect. There's no real light engine at play in the game - just sprites on sprites. I kn...
by Reika
Sat Sep 12, 2020 9:20 am
Forum: Not a bug
Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Replies: 5
Views: 259

Re: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)

Thanks for the report however that's just how it works when it's all just sprites: a lot of shadows are just gray transparent textures and when you render one over top of another it darkens it giving the shadow effect. There's no real light engine at play in the game - just sprites on sprites. I kn...
by Reika
Thu Sep 10, 2020 4:35 am
Forum: Not a bug
Topic: [Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)
Replies: 5
Views: 259

[Low priority][Graphical] Shadows darken "glowing" objects (eg rail signals)

Notice how the selected rail chain signal looks darkened by the shadow falling across it, despite it ostensibly being a lighted object.
Image
by Reika
Tue Sep 08, 2020 4:11 pm
Forum: Mod portal Discussion
Topic: How to get the creation/first release date of a mod from the portal
Replies: 6
Views: 240

Re: How to get the creation/first release date of a mod from the portal

Qon wrote:
Mon Sep 07, 2020 7:07 pm
Reika wrote:
Mon Sep 07, 2020 6:50 pm
However, the API you linked mentions a "created_at" field, which sounds much more like what I need.
Nice :)

Why do you need it though? I'm curious :)
For a project whose nature I cannot yet disclose.
by Reika
Tue Sep 08, 2020 4:08 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 52
Views: 7401

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

What is charcoal? I don't have any recipes that use it, and furnaces keep making charcoal when they were supposed to insert the wood into the fuel slot. If I try to put wood into furnaces and I put in more than the fuel slot holds, instead of filling completely and returning the rest to my inventor...
by Reika
Mon Sep 07, 2020 6:50 pm
Forum: Mod portal Discussion
Topic: How to get the creation/first release date of a mod from the portal
Replies: 6
Views: 240

Re: How to get the creation/first release date of a mod from the portal

Be aware that before the mod portal existed the mods where published in this forum. Download the oldest version and check dates of files in the zip. The zip itself can change date on download. The mod portal api gives timestamps. You can go through all dates to find the earliest one, but if a downl...
by Reika
Mon Sep 07, 2020 5:10 am
Forum: Mod portal Discussion
Topic: How to get the creation/first release date of a mod from the portal
Replies: 6
Views: 240

How to get the creation/first release date of a mod from the portal

I find myself needing to find when a mod was first ever released, which is synonymous with knowing when it was first uploaded to the mod portal. Important to note is that there is no date information in the changelog, the oldest download is NOT the first release, (it is instead the last release for ...
by Reika
Mon Sep 07, 2020 4:59 am
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 52
Views: 7401

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

I can, however, say that you should not be seeing damaging levels of pollution from a single burner drill - that is far in excess of normal. They might not have caused damage immediately. All I know is that they showed up as soon as I started mining, and they caused damage as soon as I was inside o...
by Reika
Sun Sep 06, 2020 7:00 pm
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 52
Views: 7401

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

The trees are supposed to be far more significant than the terrain type is, especially among the "natural" terrains as opposed to concrete (which is supposed to carry heavy penalties). I can, however, say that you should not be seeing damaging levels of pollution from a single burner drill - that is...
by Reika
Sun Sep 06, 2020 5:13 pm
Forum: Reika's Mods
Topic: TreePlant - A green thumb (inserter?)
Replies: 7
Views: 1673

Re: TreePlant - A green thumb (inserter?)

thereaverofdarkness wrote:
Sun Sep 06, 2020 4:49 pm
Can you post an explanation of how the Tree Planter works? I built one in my game but it just gradually ate saplings and didn't seem to do anything.
It plants them into forests.

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