Ok, I think I get what you mean. Although the default neighbour_bonus is 1, which results in +0% efficiency (I suppose that is the state when the reactor standing alone), so I think I would have to set it to 2 to get +100%.
However this has no effect. I created a test reactor prototype and I set ...
Search found 96 matches
- Thu Jan 04, 2018 5:42 am
- Forum: Modding help
- Topic: Access neighbour bonus of nuclear reactor
- Replies: 9
- Views: 4532
- Wed Jan 03, 2018 10:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16] Running out of VRAM with 6GB + Game deleting settings
- Replies: 11
- Views: 8048
Re: [0.16] Running out of VRAM with 6GB + Game Deleting Settings
I was having similar issues with substantially less mods on a GTX980, somewhere around the latest patch. I basically set everything graphics related to default to try to load but it didn't work. I eventually had to enable texture compression to be able to load. My settings never ended up deleted ...
- Wed Jan 03, 2018 8:42 pm
- Forum: Duplicates
- Topic: [0.16.4] Sideloaded underground belt gets stuck
- Replies: 6
- Views: 6017
Re: [0.16.4] Sideloaded underground belt gets stuck
Most likely related to 56024 so probably fixed in 0.16.13.
- Wed Jan 03, 2018 8:35 pm
- Forum: Pending
- Topic: 16.12 Inserter dropping on to Splitter
- Replies: 4
- Views: 4418
Re: 16.12 Inserter dropping on to Splitter
Fairly sure that I read somewhere that the examples with the red lights are supposed stop and that is by design. The issue seems to be about the area of the splitter that the inserter is dropping on to. Examples will stop/clog/block, or whatever you want to call it, when dropped directly from rear ...
- Wed Jan 03, 2018 8:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.0] Sideloading works completely different now
- Replies: 116
- Views: 86878
Re: [16.0] Sideloading works completely different now
Just as a quick update we are actively working on fixing all the belt issues including sideloading and experimenting with compression.
Due to the complexity of belts, because of all the optimizations, this is not easy, so bear with us.
I did some frame-by-frame analysis of 0.15 vs 0.16; when ...
Due to the complexity of belts, because of all the optimizations, this is not easy, so bear with us.
I did some frame-by-frame analysis of 0.15 vs 0.16; when ...
- Wed Jan 03, 2018 4:49 pm
- Forum: Modding help
- Topic: Issue while doing lua stuff
- Replies: 11
- Views: 4614
Re: Issue while doing lua stuff
Yeah sure I was about to do that but i was wondering a more automatic way to do that if the mod was active.
Furthermore, if I update the game the issue will be still there :(.
And if i manage to understand how you guys deal with this kind of issue I could fix or create other mini mod that modify ...
Furthermore, if I update the game the issue will be still there :(.
And if i manage to understand how you guys deal with this kind of issue I could fix or create other mini mod that modify ...
- Wed Jan 03, 2018 1:37 am
- Forum: Not a bug
- Topic: [Rseding91] Mod Portal Download use %20, Game Requires Spaces
- Replies: 12
- Views: 6145
Re: [Rseding91] Mod Portal Download use %20, Game Requires Spaces
I see, in that case you'll need to file a bug report with the FireFox devs to have them fix the issue on their end.
I double checked RFC 3986 ; space is not in the allowed characters set of a URI/URL and must be %encoded, so technically the mod portal is deviating from standard by supplying a ...
I double checked RFC 3986 ; space is not in the allowed characters set of a URI/URL and must be %encoded, so technically the mod portal is deviating from standard by supplying a ...
- Wed Jan 03, 2018 1:12 am
- Forum: Pending
- Topic: [16.7] Player stalls out while first connecting
- Replies: 7
- Views: 2800
Re: [16.7] Player stalls out while first connecting
I'd recommend running wireshark and capturing a log of network activity when the player attempts to connect, both on the server side and the player side, and providing for the devs to analyze. However, it's possible this is an ISP, router, or firewall related issue, so it might be outside of the ...
- Wed Jan 03, 2018 1:05 am
- Forum: Not a bug
- Topic: [Rseding91] Mod Portal Download use %20, Game Requires Spaces
- Replies: 12
- Views: 6145
Re: [Rseding91] Mod Portal Download use %20, Game Requires Spaces
When downloading a mod from the mod portal, it replaces the spaces with %20. However, when placed in the mods folder, the game crashes. Making it an actual space fixes the problem.
For example:
Download: Squeak%20Through_1.1.8.zip
What works in game: Squeak Through_1.1.8.zip
Thanks for the ...
For example:
Download: Squeak%20Through_1.1.8.zip
What works in game: Squeak Through_1.1.8.zip
Thanks for the ...
- Tue Jan 02, 2018 11:51 pm
- Forum: Modding help
- Topic: [SOLVED] Fluid boxes not moving resources
- Replies: 18
- Views: 7318
Re: Fluid boxes not moving resources
It looks like your resource doesn't create a result, just consumes mining fluid and does nothing else - note the lack of an output slot in your screenshots.
Nice! Had almost lost hope for a solution!
I think i might try to emulate what you have working and then go from there.
As should be ...
- Tue Jan 02, 2018 11:29 pm
- Forum: Modding help
- Topic: need help to fix wind turbine, 90% is done.
- Replies: 12
- Views: 5965
Re: need help to fix wind turbine, 90% is done.
hey hey
I have a problem I always get "bad argument" when I use this code. I'll upload a picture. https://picload.org/view/ddapiwoi/errormsg.png.html
with version 0.15 the code always works but unfortunately it does not support the new 0.16 version.
mod url https://1drv.ms/u/s!AuM ...
I have a problem I always get "bad argument" when I use this code. I'll upload a picture. https://picload.org/view/ddapiwoi/errormsg.png.html
with version 0.15 the code always works but unfortunately it does not support the new 0.16 version.
mod url https://1drv.ms/u/s!AuM ...
- Tue Jan 02, 2018 2:25 pm
- Forum: Modding help
- Topic: [SOLVED] Fluid boxes not moving resources
- Replies: 18
- Views: 7318
Re: Fluid boxes not moving resources
Just in case I tried running the production with more separation between the input- and output boxes.
But it made no real difference.
boxestest2.png
Again the input seems to work fine, the production is executed, but there is no output to the connected pipes. Probably because there is no ...
But it made no real difference.
boxestest2.png
Again the input seems to work fine, the production is executed, but there is no output to the connected pipes. Probably because there is no ...
- Sun Dec 31, 2017 11:30 pm
- Forum: Not a bug
- Topic: [0.16.12]force.spawn_position ignored on player creation
- Replies: 3
- Views: 3129
Re: [0.16.12]force.spawn_position ignored on player creation
This seems like it was just a misunderstanding: the surface parameter specifies which surface the spawn position is being set for, -not- which surface is the default to spawn to.
- Sun Dec 31, 2017 10:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.11] Mod changelog sub-version "all" doesn't show all
- Replies: 4
- Views: 4675
Re: [0.16.11] Mod changelog sub-version "all" doesn't show all
It's a new feature; mods that include a changelog in the same format as the base game provides get a changelog button in the mods screen.Jelmergu wrote:Where did you even get that changelog screen?
- Sun Dec 31, 2017 6:11 pm
- Forum: Not a bug
- Topic: [0.16.12] land removing feature?
- Replies: 2
- Views: 1584
Re: [0.16.12] land removing feature?
There is no land on the map, the concrete is sitting on top of water - this is the result of using mods/console commands to generate concrete on top of water.
- Sun Dec 31, 2017 10:13 am
- Forum: Not a bug
- Topic: Barreling recipe is really wierd now... cognitive dissonance
- Replies: 3
- Views: 1517
Re: Barreling recipe is really wierd now... cognitive dissonance
An isolated setup like https://i.imgur.com/Jcg3BSR.png doesn't show this behaviour - it clearly operates on 50 units. Have you tried lowering the game speed down, so you can see frame-by-frame? When the barreling recipe starts, it instantly pulls 50 from the fluid box, allowing fluid to flow in ...
- Sun Dec 31, 2017 9:53 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.16.11] Mod changelog sub-version "all" doesn't show all
- Replies: 4
- Views: 4675
[wheybags] [0.16.11] Mod changelog sub-version "all" doesn't show all
If a mod changelog is viewed with multiple sub-versions, the option for "all" only shows the most recent.


- Sun Dec 31, 2017 9:39 am
- Forum: Duplicates
- Topic: [0.16.11] Multiplayer LAN crash
- Replies: 7
- Views: 3272
Re: [0.16.11] Multiplayer LAN crash
Probably same crash as 55949.
- Wed Dec 20, 2017 3:09 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 565396
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Okay, essentially everything should be working now in my branch. Migrated to trivial smoke and fixed styles. It's possible there may be some issues with the replacement for get_circuit_connector_sprites since I guessed how the new way was supposed to work, and in one case just used an existing ...
- Tue Dec 19, 2017 1:58 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 690
- Views: 565396
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Thanks a lot! I have tried fixing the errors in my mod but there are just too many errors and I don't have enough time. Maybe I will base on your work to update my mod when I come back. :lol:
Absolutely; there weren't actually a significant number of errors, it's just a tad bit tedious ...