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by Optera
Fri Aug 05, 2016 6:14 am
Forum: Modding help
Topic: How to track down desyncs?
Replies: 4
Views: 1126

Re: How to track down desyncs?

Thanks a lot, changing ticks to global fixed it.
Is there some entry about local vs global variables I missed on the modding tutorial?
by Optera
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?
by Optera
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.
by Optera
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...
by Optera
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.
by Optera
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.
2016-07-30-07-28-21-7808321.jpg
2016-07-30-07-28-21-7808321.jpg (472.59 KiB) Viewed 51204 times
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.
by Optera
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...
by Optera
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...
by Optera
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.
by Optera
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 :lol:
by Optera
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...
by Optera
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...
by Optera
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...
by Optera
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

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?
Would be nice having a valve that could switch on/off without power consumption and without limitations of pump throughput.
by Optera
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...
by Optera
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...
by Optera
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.
by Optera
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.
by Optera
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...
by Optera
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...

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