Search found 831 matches

by drs9999
Fri Mar 15, 2013 12:05 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328941

Re: [MOD 0.2.10] Treefarm

Yes, but why then give them the ability to be rotable? You cant rotate furnaces and chests for example (ok rotate a chest wont change anything because they are squares).
by drs9999
Fri Mar 15, 2013 10:59 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328941

Re: [MOD 0.2.10] Treefarm

Tested it with this: "animation": { "filename": "entity/treefarm-mod/cokery.png", "priority": "medium", "frame-width": 96, "frame-height": 142, "direction-count": 4, "frame-count": 15 }, and 4 rows in the png. ...
by drs9999
Fri Mar 15, 2013 10:50 am
Forum: Outdated/Not implemented
Topic: [SUGGEST] Garage: repair car
Replies: 11
Views: 15705

Re: [SUGGEST] Garage: repair car

Ah ok then I completly agree with your idea ;)
by drs9999
Fri Mar 15, 2013 10:48 am
Forum: Energy Production
Topic: The Machine (Steam Engine Layout)
Replies: 9
Views: 13459

Re: The Machine (Steam Engine Layout)

do you have an idea of the optimal ratio of Pump : Boiler : Engine? I think I figured out that the Boiler:Engine ratio depends on your setup. Meaning that it is something different if you have 10 engines set up in 5 rows or if you have 10 rows with only 1 engine after the boilers. And I think the t...
by drs9999
Fri Mar 15, 2013 10:39 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328941

Re: [MOD 0.2.10] Treefarm

I made the quick test with this: "animation": { "filename": "entity/treefarm-mod/cokery.png", "priority": "medium", "frame-width": 96, "frame-height": 142, "direction-count": 2, "frame-count": 15 }, This is sim...
by drs9999
Fri Mar 15, 2013 10:35 am
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 49796

Re: [MOD WIP 0.2.10] Blueprints!!!

what about the possibility of making several blueprints at once? ideally it would cost X nanobots +each of the items in the area, and then it creates a "blueprint 1" item (possibly impossible)which could be made several times, then you could have a pre-made base in your pocket when you le...
by drs9999
Fri Mar 15, 2013 10:17 am
Forum: Already exists
Topic: Directions/ Orientations
Replies: 2
Views: 4256

Directions/ Orientations

In reference to some ongoing discussions. A getdirection() method for entities would be nice. Also if you use "assembling-machine"-type buildings that dont have a square-sized collision-/ selection-box, the bulding can rotate (what is very cool) but the textures wont. So it would be cool t...
by drs9999
Fri Mar 15, 2013 9:48 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328941

Re: [MOD 0.2.10] Treefarm

Nope it doesnt work. But yeah, that is what I expected. I added "direction-count"- atrribute to the animation in the entity.json and placed a second row in the png. You wont receive an error by doing this, but the game wont "load" the second animation. I think the reason for this...
by drs9999
Fri Mar 15, 2013 9:13 am
Forum: Outdated/Not implemented
Topic: [SUGGEST] Garage: repair car
Replies: 11
Views: 15705

Re: [SUGGEST] Garage: repair car

Except "automatically for cars" I love the idea. For cars that isnt "logical" in my eyes. Maybe if the cars can drive autonomously in the future, but for trains, why not?
by drs9999
Fri Mar 15, 2013 9:06 am
Forum: Energy Production
Topic: The Machine (Steam Engine Layout)
Replies: 9
Views: 13459

Re: The Machine (Steam Engine Layout)

Wow, I had never used/needed more than 10 steam engines :D

Short question: have the connection at the end of two "engine-columns" any effect? If yes, how big is the effect?
by drs9999
Thu Mar 14, 2013 10:28 pm
Forum: Mods
Topic: [MOD 0.2.10] Electric Furnace that actually works
Replies: 31
Views: 27484

Re: [MOD 0.2.10] Finished and working electric furnace

Also funny: If Item A needs X ticks or animation-updates to be processed (what lets say correspond to the animation). So you may think Item B that needs 2*X ticks should work as well. - Nope :D It seems like that it needs X+Y updates for item A and 2*X+Y for item B ( I figured it out at some point a...
by drs9999
Thu Mar 14, 2013 10:18 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328941

Re: [MOD 0.2.10] Treefarm

Yes sure this would be the simpliest solution. But to do this you have to add a "direction"-attribute to the building.Inserters for example have that, but the assembly-building-type dont have it and I am not sure if it will work like that, just adding an additional attribute to it.
by drs9999
Thu Mar 14, 2013 10:12 pm
Forum: Outdated/Not implemented
Topic: [SUGGEST] Garage: repair car
Replies: 11
Views: 15705

Re: [SUGGEST] Garage: repair car

Hmm lets say we will get the wrench. Then the garage isnt that usefull in my eyes (If it repairs your car). But maybe expand the garage idea. It seems like that creepers dont like cars and will attack them. So the garage could be place where you can hide your car and dont have to be afraid that it w...
by drs9999
Thu Mar 14, 2013 10:01 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 328941

Re: [MOD 0.2.10] Treefarm

I just found a minor bug in my mod. Because of the reason that the cokery is still an assembly building you can rotate it before placing. ( You dont notice that with the assembly building because the texture dont rotate and its a square) But the cokery isnt a square so the collision and selection bo...
by drs9999
Thu Mar 14, 2013 9:51 pm
Forum: Mods
Topic: [MOD 0.2.10] Electric Furnace that actually works
Replies: 31
Views: 27484

Re: [MOD 0.2.10] Finished and working electric furnace

I thought the assemblers displayed their first animation frame when not in use and only played through it when in use? Nope, sadly not, but is hard to see. Also that is impossible at the moment because different recipes need a different amount of time. Assuming that, shouldn't it just be slowing it...
by drs9999
Thu Mar 14, 2013 9:37 pm
Forum: Mods
Topic: [MOD 0.2.10] Electric Furnace that actually works
Replies: 31
Views: 27484

Re: [MOD 0.2.10] Finished and working electric furnace

Too slow :D Animation would be nice. But there is a small problem with it. Because it is an assembly building it wont work like the furnace-animation does (only display fire if in use) I have the same problem with the cokery in the treemod. I finally managed to adjust the production speed and frame-...
by drs9999
Thu Mar 14, 2013 9:27 pm
Forum: Mods
Topic: [MOD 0.2.10] Electric Furnace that actually works
Replies: 31
Views: 27484

Re: [MOD 0.2.10] Finished and working electric furnace

Nice one!
And now: Custom Textures :D
by drs9999
Thu Mar 14, 2013 9:11 pm
Forum: Outdated/Not implemented
Topic: [SUGGEST] Garage: repair car
Replies: 11
Views: 15705

Re: [SUGGEST] Garage: repair car

Or at least a official repair tool for everything
by drs9999
Thu Mar 14, 2013 3:25 pm
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 49796

Re: [MOD WIP 0.2.10] Blueprints!!!

ah yes. we need to make note for kovarex for getorientation() Hard way would be to do some intelligent placing system, but direction of material flow would still be a question. Yes and we need an expansion to the createentity function then. Maybe like game.createentity{ name, pos [,orientation]} wh...
by drs9999
Thu Mar 14, 2013 1:56 pm
Forum: Mods
Topic: [MOD 0.8.x] Blueprints V0.6.4 OBSOLETE
Replies: 79
Views: 49796

Re: [MOD WIP 0.2.10] Blueprints!!!

Thanks for testing it. This is really really useful!! -Free pole placing. Pick min and max values of pole coords. It dont like the idea of a hard-coded-limitation. If the user want to copy a ridiculous large area - he can, but he will need a ridiculous large number of nanobots for it as well. Thats ...

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