Search found 498 matches

by Mylon
Sun Oct 20, 2019 3:51 pm
Forum: Ideas and Suggestions
Topic: Placing ghost over entity creates upgrade-request
Replies: 0
Views: 122

Placing ghost over entity creates upgrade-request

tl;dr make the ghost-placing tool work on existing entities When I'm upgrading my factory, I'll often click an item over a bunch of entities (e.g. Assembler 2 -> Assembler 3) to upgrade them. But if I run out of this item, the ghost entity instead says entity is in the way. If the ghost-entity inner...
by Mylon
Sun Oct 13, 2019 10:56 am
Forum: Mods
Topic: [0.17+] Warptorio2
Replies: 11
Views: 2985

Re: [0.17+] Warptorio2

Idea: Warp storage tech. Between floor chests will never be full. If they get too stuffed, items go to the "warp storage" inventory and can be retrieved by setting filters on unloaders. Idea: Cloned platform. Can be deployed multiple times. Cloned entities are in-operable and non-mineable to elimina...
by Mylon
Tue Oct 08, 2019 2:25 pm
Forum: Ideas and Suggestions
Topic: Migration: Map reverts tiles to hidden_tile, if exists
Replies: 0
Views: 135

Migration: Map reverts tiles to hidden_tile, if exists

TL;DR, the game knows what green-concrete SHOULD be if the mod is removed for whatever reason, so use that information. Specifically, when a mod that adds custom placed tiles is removed, the tile reverts to grass-1, but the map still retains the hidden-tile information. This hidden-tile information ...
by Mylon
Tue Oct 08, 2019 1:50 pm
Forum: Ideas and Suggestions
Topic: Create ghost for cursor while crafting by hand, replace by entity when crafted
Replies: 6
Views: 306

Re: Create ghost for cursor while crafting by hand, replace by entity when crafted

+1 for the bluebuild recommendation. (What can I say, I'm biased.)

I too would love this change. if on player crafted, cursor stack is a ghost matching the item crafted, the cursor stack totally should be swapped.
by Mylon
Tue Oct 08, 2019 11:56 am
Forum: Ideas and Suggestions
Topic: Pathfinder scaling
Replies: 0
Views: 144

Pathfinder scaling

Can pathfinding be changed to scale better? I was on a server that had a lot of biters and most of them were just chilling out doing nothing. I saw an attack launched and that clued me into what was going on: https://steamuserimages-a.akamaihd.net/ugc/768351911010083739/E0492553B1DFD69581D89182FAE26...
by Mylon
Wed Oct 02, 2019 1:04 am
Forum: Mods
Topic: [0.17+] Warptorio2
Replies: 11
Views: 2985

Re: [0.17+] Warptorio2

Idea: Warp foundry. Furnaces built on this floor are swapped with a different prototype on build that has baked-in productivity. Maybe: Floor also gets the benefits of Warp Beacon tech.
by Mylon
Sat Sep 21, 2019 12:07 pm
Forum: General discussion
Topic: Using Cars for Logistics
Replies: 10
Views: 1593

Re: Using Cars for Logistics

Road trains, anyone?
by Mylon
Fri Sep 20, 2019 3:19 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 293
Views: 55843

Re: Mylon's Many Mods

I've adopted (for now) Dark Matter Replicators and updated it. Not sure if I'm going to do anything with it, but at least it's playable and works via mod sync now.
by Mylon
Thu Sep 19, 2019 2:58 pm
Forum: Implemented Suggestions
Topic: Make show-debug-info-in-tooltips in map editor, please
Replies: 3
Views: 421

Make show-debug-info-in-tooltips in map editor, please

When mousing over a tile in the tile brush mode, the tile name is not displayed even when debug options are turned on. It would be nice to be able to fetch the tile prototype name in this screen where one can visually inspect it.
by Mylon
Thu Sep 19, 2019 2:23 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 293
Views: 55843

Re: Mylon's Many Mods

After having worked on these mods and polished them up the last few weeks, I'm ready to preset the ABC mod pack! Assembler Assay, Bot Servicing, and Concreep have all been designed and tweaked for delightful synergy with each other. In a large factory, construction bots will always have something to...
by Mylon
Wed Sep 18, 2019 9:05 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 293
Views: 55843

Re: Mylon's Many Mods

That's exactly what I need! I'll use with Alien Biomes in my next game to see how it looks (and maybe pick some dead ends so walkways have a final state) and then publish. Thanks!
by Mylon
Wed Sep 18, 2019 2:08 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 293
Views: 55843

Re: Mylon's Many Mods

I guess that makes going straight from an unknown tile to sand does make it very punishing. Simply having tiles wear down to another within the biome should resolve that.
by Mylon
Wed Sep 18, 2019 12:50 am
Forum: Ideas and Suggestions
Topic: /mods command
Replies: 4
Views: 219

Re: /mods command

I'm aware that displays the relevant information, but I don't always have admin access on the server. Plus some players are bothered by the "a console command has been run" flag visible in the achievements screen. I could also open mods.json and search for active = true, but that's about as much of ...
by Mylon
Tue Sep 17, 2019 11:58 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 293
Views: 55843

Re: Mylon's Many Mods

Two things with Dirt Path: First, it's intended to be a non-game changing mod. I may add a startup setting to make dirt faster than normal (110%?), but it won't be a default option. Second, Alien Biomes has a LOT of tiles. I haven't looked into it in a while but I need to figure out a table matching...
by Mylon
Tue Sep 17, 2019 12:22 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 293
Views: 55843

Re: Mylon's Many Mods

Warptorio2 has really enamored me and it's inspired me to work on This Tank Stops For Nobody. I think I should bite the bullet and make it a hard mod. So no springing it on unsuspecting players, but that does mean I can do neat stuff like this:

by Mylon
Mon Sep 16, 2019 3:53 am
Forum: Ideas and Suggestions
Topic: /mods command
Replies: 4
Views: 219

Re: /mods command

So I don't have to disconnect from a multiplayer server to see what mods they're using. And what versions! A certain pair of mods have been updated regularly recently.
by Mylon
Sun Sep 15, 2019 8:27 pm
Forum: Ideas and Suggestions
Topic: Type to jump in Mod List
Replies: 2
Views: 199

Type to jump in Mod List

When turning on specific mods, I'd love to be able to type the mod name or at least the first letter to jump to that mod in the list of mods. Saves a lot of hunting in a long list!
by Mylon
Sun Sep 15, 2019 2:30 pm
Forum: Ideas and Suggestions
Topic: /mods command
Replies: 4
Views: 219

/mods command

Displays the currently running mods and their versions.
by Mylon
Fri Sep 13, 2019 10:02 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 143207

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Deadlock, the Comfy server launched a few probes, but they're not tracked as satellites in the GUI? Seems like an oversight. Not sure if it's fixed or not because all of these servers can't be bothered to stay up to date or if the gui is even yours because it might be Comfy's softmod.
by Mylon
Thu Sep 12, 2019 12:32 pm
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 27
Views: 1496

Re: Trains: Chain signals should factor in the length of the train

The easiest way to adapt an old train network for longer trains is to use chain signals on the exit for your intersection. If the first non-chain signal is 16 car lengths away from the intersection your 16 car train won't enter the intersection unless it can clear it. It's a very simple adjustment t...

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