Search found 53 matches
- Sat Apr 09, 2016 6:33 pm
- Forum: Modding help
- Topic: [Solved] Need help with surface.find_entities_filtered
- Replies: 2
- Views: 929
Re: Need help with surface.find_entities_filtered
Thanks. Your info and a quick google search solved my problem I'm now doing something like: if next(myTable) == nil then -- myTable is empty end I got the advice here: http://stackoverflow.com/questions/1252539/most-efficient-way-to-determine-if-a-lua-table-is-empty-contains-no-entries That was the ...
- Sat Apr 09, 2016 6:04 pm
- Forum: Modding help
- Topic: [Solved] Need help with surface.find_entities_filtered
- Replies: 2
- Views: 929
[Solved] Need help with surface.find_entities_filtered
What does surface.find_entities_filtered return if it didn't find anything? I'm trying to check if a search area contains any entities of type="resource", and checking if the returned table ~= nil didn't work. Please let me know if there's more info I can add. I've attached the mod, sorry ...
- Fri Apr 08, 2016 11:28 pm
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 79882
Re: Friday Facts #133 - The train struggle
I really like the Heavy Inserter concept. If it doesn't do full compression on express belts it should leave a whole item worth of space, so 2 Heavy Inserters side by side can achieve full compression. One of my frequent annoyances with filling belts is the little spaces too small to put stuff in. W...
- Wed Mar 30, 2016 7:59 pm
- Forum: Modding help
- Topic: Need help picking the right prototype
- Replies: 0
- Views: 565
Need help picking the right prototype
I've been stalled trying to find the right prototype for a building entity I'm trying to mod in. I want it to consume electricity and have 4 orientations, it shouldn't have a GUI or any kind of storage. I poked around and tried a few things from the base game (assembler, lab, mining drill) but each ...
- Sat Mar 12, 2016 8:24 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Check Valve v1.0.0
- Replies: 7
- Views: 12212
Re: [MOD 0.12.x] Check Valve v1.0.0
I'm in Oregon using Qwest.
I'm not at home right now and the gozaima.su download works, but my friend runs his own DNS so I'll have to try from home later.
Thanks for attaching the file either way.
I'm not at home right now and the gozaima.su download works, but my friend runs his own DNS so I'll have to try from home later.
Thanks for attaching the file either way.
- Sat Mar 12, 2016 2:43 am
- Forum: Mods
- Topic: [MOD 0.12.x] Check Valve v1.0.0
- Replies: 7
- Views: 12212
Re: [MOD 0.12.x] Check Valve v1.0.0
I tried again just now and I'm still only getting Firefox error pages. Firefox is telling me: Server not found. Firefox can't find the server at www.gozaima.su. And using the Windows Ping command I get: Ping request could not find host www.gozaima.su. Please check the name and try a gain. If the ser...
- Thu Mar 10, 2016 10:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] Check Valve v1.0.0
- Replies: 7
- Views: 12212
Re: [MOD 0.12.x] Check Valve v1.0.0
The download isn't working. Your file host appears to be down.
- Thu Mar 10, 2016 8:39 am
- Forum: Mods
- Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
- Replies: 24
- Views: 23398
Re: [MOD 0.12.x] SignPosts_0.2.0 (17.10.15)
Any interest in adding some sort of option for signs you can only read when you interact with them? Something where long messages would be practical, since I'm thinking about the usefulness of signs in multiplayer.
- Sat Aug 29, 2015 1:01 am
- Forum: Balancing
- Topic: Inserter item stack size bonus
- Replies: 8
- Views: 11321
Re: Inserter item stack size bonus
Ah, yeah. I got distracted from the primary point of the thread (Inserters, not "free" energy). After sleeping on it my thought is that reducing the number of inserter stack size bonuses to 2 or 3 (3 or 4 items at once), and allowing it to apply with belts and empty tiles would get the rel...
- Fri Aug 28, 2015 11:28 am
- Forum: Balancing
- Topic: Inserter item stack size bonus
- Replies: 8
- Views: 11321
Re: Inserter item stack size bonus
The problem with balance discussion is that there isn't any definitive model of a player and their approaches to every problem in the game. I struggle to keep my factory powered while I'm getting enough solar panels produced to spam them in most of my play throughs. Then I struggle to get enough acc...
- Thu May 28, 2015 12:35 am
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 81036
Re: [0.11.17+] Slipstream Chests - 1.1.1
I'd figured performance was at least one of the issues. Handling faster belts would require putting more items down at once, or running the code to put them down more frequently. Balance was the other thing that occured to me, and I would expect more tiers of chest if they were gonna handle faster ...
- Wed May 27, 2015 3:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 81036
Re: [0.11.17+] Slipstream Chests - 1.1.1
Single sided output is so slow it can't even saturate a red belt even when outputting to a blue belt first, so I'm not sure what you mean by "pretty solid throughput." It may be an issue with how the mod's code is processed on my computer (lag, interaction with DyTech or Treefarm).
- Tue May 26, 2015 11:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 81036
Re: [0.11.17+] Slipstream Chests - 1.1.1
I was hoping to use this with Dytech belts to help with some throughput problems I've been having. Unfortunately the output rate (and input?) of the slipstream chests is significantly less than the capacity of the fastest Dytech belts. I just finished poking around Slipstream Chests' code trying to...