Is anyone working on updating this for 0.13? Don't want to duplicate effort
Edit: It was easier than I thought. The changes on my github master bring it up to 0.13.
Search found 300 matches
- Wed Jun 29, 2016 6:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 102958
- Wed Jun 29, 2016 6:00 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 122993
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Turns out you can't quite make it one item, since you only get four rotate states. For now, they're RGBW, CMYK, and orange/purple. I've also included a migration which should convert colored trains back to stock trains, convert old hazard concrete to stock, and convert colored concrete items to the ...
- Wed Jun 29, 2016 3:43 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 122993
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
I've already essentially duplicated what you'd described and am now working on converting the concretes (and lamps, if it'll let me...) to rotate-to-color single items (one for color, one for fire), like the new stock hazard concrete works!
- Wed Jun 29, 2016 2:35 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 122993
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
If noone else has plans to continue this, I'll set up a github project for it and make a no-trains update for 0.13 (basically, fixed-color lamps, and the concrete colors that aren't yet stock - the bits I have to do for myself anyway ).
- Tue Jun 21, 2016 2:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 102958
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
In case you didn't see on github, I've updated my multi-surface pullreq to cleanly merge on top of the mini-nixies update!
- Tue Jun 21, 2016 2:34 am
- Forum: Mods
- Topic: [MOD 0.12.x] Recursive Blueprints 0.2.0
- Replies: 53
- Views: 33051
Re: [MOD 0.12.x] Recursive Blueprints 0.2.0
With circuit network integration and blueprint duplication, you could absolutely make a true Von Neumann machine, making this ob jectively . You'd probably have to set copper and iron to Big, at least, and it would probably be horrendously wasteful resourcewise, but, it could definitely happen. The...
- Mon Jun 20, 2016 10:49 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Recursive Blueprints 0.2.0
- Replies: 53
- Views: 33051
Re: [MOD 0.12.x] Recursive Blueprints 0.2.0
I knew about concrete, but I admit I hadn't tested with circuits. The issue with concrete is (as far as I know) it's impossible to create a blueprint containing both entities and tiles - it's either one or the other. So the anchor entity can't be captured in the same blueprint as the tiles! The onl...
- Mon Jun 20, 2016 3:12 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Recursive Blueprints 0.2.0
- Replies: 53
- Views: 33051
Re: [MOD 0.12.x] Recursive Blueprints 0.2.0
Well here I was all excited to build a self-expanding memory array (and a solar/battery array that expands when given a signal), but the auto-deployer doesn't do red/green wires
(Oh, and concrete doesn't place either, which is probably a simpler fix - it's in bp.tiles instead of bp.entities)
(Oh, and concrete doesn't place either, which is probably a simpler fix - it's in bp.tiles instead of bp.entities)
- Mon Jun 20, 2016 4:17 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 120318
Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.21
I wanted to be able to use scripts that generate blueprints (specifically, to generate ROMs for a combinator-computer build), so I added a checkbox to skip most/all of the 'sanitizing' of imported scripts, and allow execution of arbitrary lua scripts. This option does not apply to compressed bluepri...
- Sun Jun 12, 2016 2:52 am
- Forum: Mods
- Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
- Replies: 24
- Views: 22392
Re: [MOD 0.12.x] SignPosts_0.3.4 (6.06.16)
This version now gives me the sign-edit dialog when I deconstruct anything by hand. If I select Write or Cancel, the thing i removed is replaced with a sign.
- Sat Jun 11, 2016 8:53 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84590
Re: [MOD 0.12.12]AutoTrash 0.0.55
First one sounds fairly simple to add, though i used to just pause Autotrash when rebuilding stuff (and then forgot to unpause it until my inventory got full :D ) Second one might need some additional GUI/settings to make it work for everyone (number of logistics slots to use, quickbars to check? )...
- Sun Jun 05, 2016 6:15 pm
- Forum: Mods
- Topic: [0.17]AutoTrash 4.1.5
- Replies: 147
- Views: 84590
Re: [MOD 0.12.12]AutoTrash 0.0.55
With the auto-trash-above-logistics mode, would it be possible to have an offset before it auto-trashes? For example, let it pile up one extra stack in my inventory beyond what's requested, then start getting rid of it, and maybe then trash it a whole stack at a time. This would lead to less silline...
- Sun Jun 05, 2016 4:34 pm
- Forum: Mods
- Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
- Replies: 24
- Views: 22392
Re: [MOD 0.12.x] SignPosts_0.3.3 (18.04.16)
I had a signpost destroyed by one of the elevators from the Subsurface mod (Because I wasn't careful with my placement - it just destroys anything that's in its way on the surface it's connecting to), and the text is still floating where it used to be, is there an easy way for me to get the text ob...
- Sun May 29, 2016 4:20 pm
- Forum: Ideas and Suggestions
- Topic: Picked up product would be added to the crafting queue
- Replies: 19
- Views: 6692
Re: Picked up product would be added to the crafting queue
Oh, that has discussed several times. The problem here is - in very short words - that this would enable you to cheat. A bit more info: The crafting queue is calculated before beginning to craft. The needed items are taken out of your inventory. The problem here is, that it is a difference between ...
- Sat May 28, 2016 6:47 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 102958
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
I found some bugs with using nixies on multiple surfaces (like with the Subsurfaces mod), and sent a pull request last night to fix it by adding the surface index to the nixie_map collection, so they won't try to link across different surfaces if you accidentally place them in overlapping positions.
- Fri May 27, 2016 6:37 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124727
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
if you d'ont fear a HUGE ups drop, you can enable the automated digging bots (see first post) but it's still a WIP so ... Is there a way to turn it back off if I change my mind after trying it? I tried it, and it works fine until there's nothing marked to dig, which is when the slowdown happens. As...
- Thu May 26, 2016 4:46 pm
- Forum: Mods
- Topic: [MOD 0.12.x] NESTT: Build your base inside a train
- Replies: 75
- Views: 99712
Re: [MOD 0.12.x] NESTT: Build your base inside a train
If one uses the landfill water bomb and then fills the hole a new addition can be added in any direction, I made a wonderful park inside my train with a pond/forest. on the grass that was produced, using the subsurface mod I was also able to surface drill into a new space within the train while mov...
- Thu May 26, 2016 4:35 pm
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124727
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
Yup, I know, it is in my toFix list {...} I could probably do that yes! also, ribban worlds are much more fun if they are less than 32 high! Awesome! I'm on a ribbon more for the linearity of it than the size restriction. I didn't like the lack of direction in the normal infinite-world map, so I pl...
- Thu May 26, 2016 2:00 am
- Forum: Mods
- Topic: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
- Replies: 222
- Views: 124727
Re: [WIP][0.12.22+] Subsurfaces 0.0.4 : build beneath your base
When using this on a map with limited dimensions (in my case, a ribbon with height=128), the underground layers still allow digging out to infinity. Edit: Also, i'm planning to build a fairly large underground computer, possibly on multiple layers. Any chance you could make a standalone electric+sig...
- Fri Mar 18, 2016 4:49 pm
- Forum: Mods
- Topic: [>=0.12.5] Filtered Splitters
- Replies: 8
- Views: 22598
Re: [>=0.12.5] Filtered Splitters
I changed some init stuff from 'game' to 'script' to make this work in 0.12.26 (possibly earlier, that's all I've tested).