Search found 435 matches

by Rahjital
Fri Jun 27, 2014 5:32 am
Forum: Gameplay Help
Topic: What to do about Biters Spawning
Replies: 11
Views: 5884

Re: What to do about Biters Spawning

You were supposed to have the solar plants at your remote mines, not in central base with power lines going all over the place :) And make every outpost huge because of the area needed for significant solar production? Never! :P I have never had trouble with biters attacking power lines unless I bu...
by Rahjital
Thu Jun 26, 2014 9:22 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 272854

Re: [MOD 0.10.x] The Fat Controller. Remote train management

Oh, so that's how it works! I thought it was commented out because it was some debug stuff. It doesn't really matter, but just for dev OCD matters, wouldn't it be cleaner to just set your pointers to the gui elements again instead of destroying them and creating them again? Ah, I was glad to help! I...
by Rahjital
Thu Jun 26, 2014 9:00 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 131255

Re: [0.10.1] RoadWorks 1.03

Indeed, that is definitely not intended! Thank you for the report, it's a debug measure that has inadvertently made its way into the release. Sometime in the future, somebody will look at the changelog and wonder how is making pavement even connected to landmines. Glad you like playing with the mod!...
by Rahjital
Thu Jun 26, 2014 6:03 pm
Forum: Gameplay Help
Topic: Missing Plane Recipe?
Replies: 8
Views: 4392

Re: Missing Plane Recipe?

DerivePi wrote:Those pesky Aliens shoot down anything that flies too high. That's why you need rocket defense before the colony ship can land. (or something like that!)
That would also explain why the campaign ends after you make a plane. You take to the skies... and get shot down and die. :D
by Rahjital
Thu Jun 26, 2014 4:15 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 272854

Re: [MOD 0.10.x] The Fat Controller. Remote train management

That should fixed by putting this into console:

Code: Select all

game.player.gui.left.fatController.destroy()
by Rahjital
Thu Jun 26, 2014 4:09 pm
Forum: Mods
Topic: [dead] Wagons: More train stuff
Replies: 140
Views: 91782

Re: [beta] Wagons: More train stuff

Unfortunately it's not really possible to do liquid wagons now. We have asked the devs to add the modding interface necessary when 0.10.0 was released, but there has been no answer so far. The devs themselves have put liquid wagons on roadmap for version 0.12, so we probably won't see them add liqui...
by Rahjital
Thu Jun 26, 2014 4:04 pm
Forum: Mods
Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Replies: 348
Views: 272854

Re: [MOD 0.10.x] The Fat Controller. Remote train management

I took a quick peek at the mod and it seems the mod does not support saving and loading. It doesn't save its fatControllerInit state when the game saves, so when it is loaded, the mod tries to initialize all over again, causing this crash. At least that's what I think is happening, I might be wrong....
by Rahjital
Thu Jun 26, 2014 9:29 am
Forum: Ideas and Suggestions
Topic: Programmable Inserter
Replies: 5
Views: 1586

Re: Programmable Inserter

Oh, I'm sorry! I understand that for the single moderator of such an active community as this one, it's a rush to read through all the comments to decide where you need to act and which threads are okay. What do you is not easy and I think we are all grateful to have you here. :) I can see the troub...
by Rahjital
Thu Jun 26, 2014 8:55 am
Forum: Ideas and Suggestions
Topic: Programmable Inserter
Replies: 5
Views: 1586

Re: Programmable Inserter

I went through the search and it appears there are none, actually. The only thread other thread that's about inserters is the Modular Inserters one but that is an entirely different idea that's not even that close. I don't like thread duplication just as much as you, ssilk, but sometimes it might pa...
by Rahjital
Wed Jun 25, 2014 9:10 pm
Forum: Ideas and Suggestions
Topic: Programmable Inserter
Replies: 5
Views: 1586

Re: Programmable Inserter

This is actually a fairly good idea. Not the cost, who the hell would spend 10 processing units on an inserter, but the part about "programming". Being able to set the direction (and distance) in which items are dropped would make it a very versatile inserter on its own, and together with ...
by Rahjital
Wed Jun 25, 2014 6:54 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 131255

Re: [0.10.1] RoadWorks 1.03

Version 1.03 released! This is the last release before serious work on bridges begins. Unless a serious bug comes to light, it will be longer than before until the next version is released. On the other hand, the next release should bring two kinds of bridges, one of which will also be supporting r...
by Rahjital
Wed Jun 25, 2014 6:25 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 78148

Re: [MOD 0.10.1] Automatic Rail Laying Machine v0.0.4

I took a peek into the mod and indeed, you are right. For some strange reason, it tries to use graphics from the Floors mod for some of its contents which is causing the crash. Installing the Floors mod should fix this issue until the creator of this mod releases a patch.
by Rahjital
Wed Jun 25, 2014 6:07 pm
Forum: Mods
Topic: [MOD 0.10.2] Automatic Rail Laying Machine
Replies: 143
Views: 78148

Re: [MOD 0.10.1] Automatic Rail Laying Machine v0.0.4

That seems to be an issue with the Floor mod rather than this one. Are you sure you didn't turn off or delete the Floor mod after using it in a save?
by Rahjital
Tue Jun 24, 2014 10:56 pm
Forum: Mods
Topic: [MOD 0.9.x +] Zlowdown v1.6
Replies: 18
Views: 11342

Re: [MOD 0.9.x +] Zlowdown v1.0

The mod is named Zlowdown to make it load after all other mods, so yes, it should work for most mods that rely on standard game mechanics. Larger mods like DyTech or F-mod may pose some problems because of their scripting. New labs and fuel types also won't work as they are hardcoded, but thaat can ...
by Rahjital
Tue Jun 24, 2014 9:20 pm
Forum: Implemented mod requests
Topic: Custom minimap colours
Replies: 6
Views: 7910

Re: Custom minimap colours

After some more research, it seems that not only tree colours are hardcoded but also partially transparent, making the trees even harder to spot on surfaces that are not bright and contrasting to their dark green colour. Unless you are willing to give tiles some strange colours to make the trees sta...
by Rahjital
Tue Jun 24, 2014 9:15 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 131255

Re: [0.10.1] RoadWorks 1.02

if that works then Rahjital may have forgotten to add it to a lua migration file :) Indeed I did! I might upload a 1.03 because of this if enough people are bothered by this, otherwise I'll do some work on bridges first. I hope to have railroad bridges done for the next release, although it may del...
by Rahjital
Tue Jun 24, 2014 9:04 pm
Forum: Mods
Topic: [MOD 0.10.x] Floors v0.0.2
Replies: 56
Views: 51208

Re: [MOD 0.10.x] Floors!

This looks pretty great! Probably a better choice than RoadWorks for those who are looking for purely aesthetic floors without a functional value. The graphics are very well chosen, the edges really add quite a lot to the feeling. I really hope we'll see these in people's screenshots and videos.
by Rahjital
Tue Jun 24, 2014 8:53 pm
Forum: Mods
Topic: [0.11.x] Magnet
Replies: 26
Views: 32184

Re: [0.10.x, 0.9.8] Magnet

I'll just set the initial and max radius the same so that it behaves like an F key with a larger radius. I'm a bit too used to it to learn a second system, I'm afraid. Different magnet sizes would actually be a pretty nice thing to have. Ideally there would be a smart magnet with customizable radius...
by Rahjital
Tue Jun 24, 2014 8:40 pm
Forum: Mods
Topic: [0.11.x] Magnet
Replies: 26
Views: 32184

Re: [0.9.8 +] Magnet

This will come useful when I accidentally destroy a fully laden steel chest again. xD I would just prefer the radius to be a bit smaller so that I wouldn't drain the entire factory of resources when trying to clean up. xD By the way, if this works under 0.10.1, you might want to change the headline ...
by Rahjital
Mon Jun 23, 2014 3:31 pm
Forum: Mods
Topic: [0.11.13] RoadWorks 2.0.0
Replies: 126
Views: 131255

Re: [0.10.1] RoadWorks 1.01

Version 1.02 released! This hotfix corrects a rather serious bug that prevented concrete pavement from being built. I was kinda surprised that nobody found it first... does anyone actually play the mod? =p 1.02 - Fixed concrete pavement requiring itself to be made Download link: https://db.tt/nrD3f...

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