Search found 2916 matches
- Fri Sep 09, 2016 9:04 am
- Forum: Mods
- Topic: [MOD 0.12.17+] Train tracker 1.0.0
- Replies: 6
- Views: 12830
Re: [MOD 0.12.17+] Train tracker 1.0.0
Perhaps I should make an own thread for this, but I will see, how much response it will have... You probably should start a new thread, this one is pretty much dead. I've tweaked your code a bit, added german translation, made vehicles work, increased speed of loading on_init/on_config_changed. (no...
- Fri Sep 09, 2016 5:42 am
- Forum: Ideas and Suggestions
- Topic: Logistics bot cargo should count as contents of network.
- Replies: 18
- Views: 7246
Re: Logistics bot cargo should count as contents of network.
Active providers are the devil. Unload into supply chests instead, they will get emptied before passive providers.
I use active provider only to unload unwanted items from supply trains e.g. wood,stone
I use active provider only to unload unwanted items from supply trains e.g. wood,stone
- Wed Sep 07, 2016 5:34 am
- Forum: Ideas and Suggestions
- Topic: Optimisation suggestion - Reduce UPS, uncouple FPS
- Replies: 40
- Views: 11669
Re: Optimisation suggestion - Reduce UPS, uncouple FPS
Changeable tick length can and will break complex combinator builds, but i guess XKnight will weave his black magic even with such changes.
Thinking further, a lot of mods would need to be rewritten or are simply unsalvageable since 1 tick is not a fixed time frame anymore.
Thinking further, a lot of mods would need to be rewritten or are simply unsalvageable since 1 tick is not a fixed time frame anymore.
- Tue Sep 06, 2016 2:34 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 96387
Re: [MOD 0.13] Satellite Uplink Station 1.0.1
Most in line with the vanilla mechanics would be to have the research unlock after rocket silo, but the station being only usable after having one satellite. As that would only let you research and build the uplink station while you produce your first rocket, I'm perfectly fine with it staying the w...
- Mon Sep 05, 2016 8:59 am
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 90157
Re: Circuit network features for 0.15
It should be simple to have connected solar panels output their current performance in kW.Almalexia wrote:A useful thing that I don't see in the poll would be a sunlight detector which would output the percentage of sunlight into the circuit.
- Sun Aug 28, 2016 5:58 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 338886
Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.33
Note: Inserters can remove the used fake items from the railtanker, so be sure to not have inserters at a station where a railtanker might stop! Currently there is no way around it So that's why it's happening, then sadly this kills the mod for me, since I have relied on the fact that inserters won...
- Sat Aug 27, 2016 7:31 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SmallFixes 0.1.22
- Replies: 24
- Views: 30817
Re: [MOD 0.12.x] SmallFixes 0.1.22
That'd be nice. I have to update half of the mods i use manually so i can preserve configs.Mengmoshu wrote:We all should make a concerted effort to convince Wube that we need a proper mod config system As Soon As Possible. I'm sure there must be a proposal somewhere. I guess I should try to find it?
- Sat Aug 27, 2016 10:14 am
- Forum: Releases
- Topic: Version 0.13.19
- Replies: 17
- Views: 13489
Re: Version 0.13.19
I hope that type isn't in the definitions too.Nurstin wrote:What's wrong with Lua?[*]Added LauSurface::regenerate_entity(...)
- Fri Aug 26, 2016 9:03 am
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 90938
Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons
A ratio of 1:2 is only very slightly underpowered, so it would be advisable to use a 1:2 ratio with a storage tank to level out the flow. I came to the same conclusion. I found this 2:4 with bypassed storage tanks to be effective. The bottom two turbines loose steam a bit earlier than the upper two...
- Thu Aug 25, 2016 3:38 pm
- Forum: Combinator Creations
- Topic: Smart Furnace - Setting Filters
- Replies: 17
- Views: 9529
Re: Smart Furnace - Setting Filters
It always picks Stone before Iron Ore before Copper Ore before Iron Plates I'm sure it's the same order that is shown in the resources tab, when you set the filter manually. Not quite. It uses the order of the item-prototypes. For example Burner Inserters, Long Handed Inserters come before copper o...
- Thu Aug 25, 2016 3:34 pm
- Forum: General discussion
- Topic: Are there other functional smart furnace setups?
- Replies: 43
- Views: 11350
Re: Are there other functional smart furnace setups?
Unless you only allow steel crafting every 2nd furnace, your approach of crafting until it cleans itself may run into the problem of running out of iron plates before reaching the multiples needed to clear out the furnaces from steel crafting. It did happen to my initial setup when my EC production ...
- Wed Aug 24, 2016 10:45 am
- Forum: Combinator Creations
- Topic: Smart Furnace - Setting Filters
- Replies: 17
- Views: 9529
Re: Smart Furnace - Setting Filters
I was under the wrong impression filters always prioritize higher numbers. Your build proofs they go thorough signals and pick the first one they see.
It's quite funny to see how unsorted the item list actually is by changing wooden chest to other items.
It's quite funny to see how unsorted the item list actually is by changing wooden chest to other items.
- Wed Aug 24, 2016 9:34 am
- Forum: General discussion
- Topic: Are there other functional smart furnace setups?
- Replies: 43
- Views: 11350
Re: Are there other functional smart furnace setups?
My solution was to write a tiny mod for myself adding one more tech level setting stacks for inserters to 5 and stack inserters to 15.
vanilla smart furnace is unfeasible with 0.13.
Let's hope one day filter inserters will use signals for stack size instead of simple on/off.
vanilla smart furnace is unfeasible with 0.13.
Let's hope one day filter inserters will use signals for stack size instead of simple on/off.
- Tue Aug 23, 2016 3:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.17] Black map/minimap
- Replies: 10
- Views: 4691
[0.13.17] Black map/minimap
Hosting a MP Game where my friend joined before my game loaded fully I got this odd glitch.
Only the chunks scanned by radar and explored by my friend where visible to me.
Reloading the map fixed it and I'm unable to reproduce it.- Tue Aug 23, 2016 7:34 am
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 90938
Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons
Now my iron consumption is more than twice of copper. How many GW does your nuclear plant output?? With 1k iron/minute for the fuel rods you can already produce more than 1.2 GW. With my only consumption coming from building rockets, iron had ~1.5x of copper. Reprocessing pushed it over 2x. The map...
- Tue Aug 23, 2016 3:07 am
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 90938
Re: [MOD 0.13] Nucular 1.0.3 - Nuclear Reactors and Weapons
I used the injector from mining tools to create one batch uranium and didn't even need anywhere as much as that.
With breeders you recycle uranium and burn iron.
Now my iron consumption is more than twice of copper.
With breeders you recycle uranium and burn iron.
Now my iron consumption is more than twice of copper.
- Mon Aug 22, 2016 12:47 pm
- Forum: Mods
- Topic: [MOD 0.13] Score Extended - rocket score replacement
- Replies: 94
- Views: 36667
Re: [MOD 0.13] Score Extended - rocket score replacement
The recipe for Rocked Combinator doesn't enable in my games, where i already researched circuit network.
- Sat Aug 20, 2016 11:16 am
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 90938
Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
The added plumbing makes them a lot less space efficient too. With long inserters it works fairly well :D. Long handed inserters waste space on the belt side. Is it intended for the steam turbines to work just as well with hot fluids as they do with steam, or is that a limitation of using the steam...
- Thu Aug 18, 2016 12:50 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SmallFixes 0.1.22
- Replies: 24
- Views: 30817
Re: [MOD 0.12.x] SmallFixes 0.1.1
Could you extend the unminable_bots to logistic bots?
- Thu Aug 18, 2016 5:30 am
- Forum: Releases
- Topic: Version 0.13.16
- Replies: 22
- Views: 21815
Re: Version 0.13.16
Is there any advantage in using over other than not having to know which inventory index fuel is?
Code: Select all
LuaEntity::get_fuel_inventory()
Code: Select all
LuaEntity::get_inventory(1)