Search found 108 matches
- Mon Jan 30, 2017 10:36 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 35081
Re: [MOD 0.14.x] Realistic Power
Thanks! Sure, go ahead and use the code. I am not very well versed (read: not at all) in lua myself either, which is why that code for proportional capacitor drain you copied is also not written by me but some awesome person who saw it was on my to do list and happened to just have written a mod for...
- Thu Dec 29, 2016 5:41 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Realistic Power
- Replies: 90
- Views: 35081
[MOD 0.18.x] Realistic Power
Type: Mod Name: RealisticPower Description: Revamps energy production and consumption to be more realistic (harder) and splits accumulators into two types: very high capacity with low power, and low capacity with high power. To be used with DayNightExtender for longer (4h - 24h) day / night cycles. ...
- Mon Dec 05, 2016 2:35 pm
- Forum: Not a bug
- Topic: [14.21] Deconstruction markers time out, issue for placing BP
- Replies: 8
- Views: 2467
Re: [14.21] Deconstruction markers time out, issue for placing BP
It's pretty annoying and takes time to have to come back to it all the time instead of just placing a ton of blueprints at once. I don't see why you can't increase the time until deconstruction markers time out so that it's not a problem any more, if it cancels after 1 or 3 hours won't make much of ...
- Mon Dec 05, 2016 2:30 pm
- Forum: Not a bug
- Topic: [14.21] Deconstruction markers time out, issue for placing BP
- Replies: 8
- Views: 2467
Re: [14.21] Deconstruction markers time out, issue for placing BP
I did find it to be a problem when placing huge blueprints, like for solar arrays where bots also have to first get to place the roboports to be able to place further out items etc so more robots is not a solution (i am using plenty). Especially when the solar farm is already big so bots also take a...
- Mon Dec 05, 2016 1:53 pm
- Forum: Not a bug
- Topic: [14.21] Deconstruction markers time out, issue for placing BP
- Replies: 8
- Views: 2467
[14.21] Deconstruction markers time out, issue for placing BP
After about an hour of placing a blueprint, deconstruction markers for trees / stones disappear and you have to either remove the things yourself or renew the blueprint to renew the deconstruction markers to allow bots to finish constructing. Tested with no mods except TimeTools to speed things up. ...
- Tue Nov 29, 2016 6:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.21] Rail signal still flashing after removing flaw
- Replies: 4
- Views: 2560
[14.21] Rail signal still flashing after removing flaw
If you place a curve on top of a track to make a signal flash, it keeps flashing after you remove it and the signal says "No block". Rebuilding the signal fixes it. Here is a video to show what exactly i mean. Log file No mods installed. A search brought up nothing, i hope this hasn't been...
- Tue Nov 22, 2016 9:02 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 120382
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2
I also get this error since i updated to 1.1.2. It does still create a file, not sure if i should worry about the integrity of the exported file? The exported file is fine, it is written in the line before the error. Just as a note for others reading this: It actually can corrupt the file. If you t...
- Tue Nov 22, 2016 4:39 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 120382
Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.2
Also I wanted to suggest adding a chat message about where blueprints are exported to, but I see that you have already did this. But for some reason now exporting triggers this error (tested in singleplayer): __Foreman__/control.lua:1122: bad argument #0 to 'print' (Wrong number of arguments.) I ch...