Thanks a lot, changing ticks to global fixed it.
Is there some entry about local vs global variables I missed on the modding tutorial?
Search found 2916 matches
- Fri Aug 05, 2016 6:14 am
- Forum: Modding help
- Topic: How to track down desyncs?
- Replies: 4
- Views: 1126
- Fri Aug 05, 2016 5:41 am
- Forum: Modding help
- Topic: How to track down desyncs?
- Replies: 4
- Views: 1126
How to track down desyncs?
My mod, Inventory Sensor, keeps desyncing almost instantly. How do I find out what's causing these desyncs?
- Thu Aug 04, 2016 11:29 am
- Forum: Duplicates
- Topic: [13.13] Circuit networks store values
- Replies: 1
- Views: 715
[13.13] Circuit networks store values
Circuit networks keep their values after being disconnected from all entities and continue to feed that value when being reconnected.
- Thu Aug 04, 2016 9:10 am
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 68636
[MOD 1.1] Inventory Sensor
Type: Mod Name: Inventory Sensor Description: Adds a combinator that reads inventories, fuel and equipment grid of locomotives, wagons, cars, furnaces, assemblers, roboports, rocket silos and reactors. License: private use, no modification, no redistibution, no commercial use Source: GitHub Download...
- Sat Jul 30, 2016 12:32 pm
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 55957
Re: Combinator mesuring belt throughput
Odd...when i connect it to only one belt it seems ok, when connecting it to all 8 output belts the result goes wild.
- Sat Jul 30, 2016 5:35 am
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 55957
Re: Combinator mesuring belt throughput
For me this design is showing random numbers.
Top counter is my version showing throughput/5s
Bottom one is your version with input set to 300. Should be for 5s too according to your description.
Top counter is my version showing throughput/5s
Bottom one is your version with input set to 300. Should be for 5s too according to your description.
- Thu Jul 28, 2016 9:08 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320223
Re: [MOD 0.13] Orbital Ion Cannon 1.3.1
You probably have too many auto-targeting stations at once, try reducing your overall number of them and/or reducing their range in the config file. No, the problem is using find_entities_filtered for targeting. It isn't meant to be used for such big areas so often. My version used another API call...
- Wed Jul 27, 2016 6:18 pm
- Forum: Show your Creations
- Topic: Mass production 3? How are you getting along?
- Replies: 4
- Views: 11043
Re: Mass production 3? How are you getting along?
I reworked my 1rocket/min base to become vanilla just for it. Even with that it's taking ages to complete, and fills up any buffer rapidly. By now I've expanded the Processing Unit module to swallow 16 compressed belts of EC, just so it fills less storage. http://images.akamai.steamusercontent.com/u...
- Wed Jul 27, 2016 6:41 am
- Forum: Mods
- Topic: [MOD 0.12.17+] Train tracker 1.0.0
- Replies: 6
- Views: 12840
Re: [MOD 0.12.17+] Train tracker 1.0.0
Updated to 0.13.11
In case someone else likes to have a more simplistic mod for tracking trains than Big Brother.
In case someone else likes to have a more simplistic mod for tracking trains than Big Brother.
- Wed Jul 27, 2016 4:57 am
- Forum: News
- Topic: Friday Facts #148 - Optimizations for 0.14
- Replies: 49
- Views: 29158
Re: Friday Facts #148 - Optimizations for 0.14
that train kill statistic made me chuckle
Integrate Honk mod and add a victory honk after a kill
Integrate Honk mod and add a victory honk after a kill
- Mon Jul 25, 2016 1:31 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 118
- Views: 94981
Re: Combinator Contraptions
How would you build a toggle light switch with combinators? - N constant combinators outputing the same signal (lamp = 1) - combinators and lamps are connected on one circuit - changing on/off of any constant combinator should toggle the connected lamps - no more than 2 signals should be on that ne...
- Sun Jul 24, 2016 5:11 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 89357
Re: [MOD 0.12.x, 0.13.x] Flow Control
IMO it is good as it is. Because nothing can turn something on or off based on an electric signal without at least some power consumption. And the throughput constraints are pretty low too, so using two pumps is more than enough. Well for long pipes I use (fast) pumps to keep the pressure Wrong. Be...
- Sun Jul 24, 2016 11:29 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 89357
Re: [MOD 0.12.x, 0.13.x] Flow Control
IMO it is good as it is. Because nothing can turn something on or off based on an electric signal without at least some power consumption. And the throughput constraints are pretty low too, so using two pumps is more than enough. Well for long pipes I use (fast) pumps to keep the pressure Wrong. Be...
- Sun Jul 24, 2016 6:35 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 89357
Re: [MOD 0.12.x, 0.13.x] Flow Control
Would be nice having a valve that could switch on/off without power consumption and without limitations of pump throughput.aubergine18 wrote:Is it possible to have a switchable valve, so I can connect to a circuit and turn it on or off depending on the state of the circuit?
- Sun Jul 24, 2016 5:46 am
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 55957
Re: Combinator mesuring belt throughput
While I was trying to make your contraption smaller, I came up with a variant (which also happens to be smaller): This one measures the average throughput per second (configurable) and resets automatically every minute (also configurable). Works like a charm. Summing over 3600 ticks instead of 60 m...
- Sat Jul 23, 2016 4:07 pm
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 55957
Combinator mesuring belt throughput
Since I couldn't find a contraption to show belt throughput /second, I thought I'd share what I meshed together from a clock and XKnight's memory cell . 2016-07-23-18-04-32-7180810.jpg H4sIAAAAAAAA/81X0W6jMBD8lYpnU2FIcpV6fuj9RnVCDt6kloyNbFM1Qvz72SSpIA3FIWl7fYmKPetlZnfMMnUnVEHFXU4akJZbDoY0jaQlkKgExus...
- Sat Jul 16, 2016 5:35 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Honk!
- Replies: 32
- Views: 26052
Re: [MOD 0.12.x, 0.13.x] Honk!
Please add a variable for volume control to control.lua file or add a config.lua for that.
- Sat Jul 16, 2016 5:24 am
- Forum: Mods
- Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
- Replies: 25
- Views: 13340
Re: [Mod 0.13.3+] Concrete Edges 1.0.0
This starts to look so good I wouldn't be surprised to see it integrated in base.
- Sat Jul 16, 2016 5:21 am
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 94214
Re: [MOD 0.12+] Mining Tools - resources generation and speed
for large ponds, did you try the water-injector-machine that is included with the mod ? that's what it makes. And the animation is quite funny with big explosions everywhere. I could make one big dynamite, but it feels a little OP, no ? Or maybe I did not understand, and you need lake of water ? If...
- Fri Jul 15, 2016 6:38 pm
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 94214
Re: [MOD 0.12+] Mining Tools - resources generation and speed
Nice addition for Turtles and Megabases. Could you add a dynamite creating ponds (or if used in mass whole lakes). I really would like a quick and easy way to smooth the ugly transitions between .12 chunks and .13 chunks by dropping a few tons of TNT to create nice lakes :D I know there are mods doi...