Search found 831 matches
- 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).
- 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. ...
- 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- Forum: Outdated/Not implemented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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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?
- 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
Short question: have the connection at the end of two "engine-columns" any effect? If yes, how big is the effect?
Short question: have the connection at the end of two "engine-columns" any effect? If yes, how big is the effect?
- 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...
- 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.
- 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...
- 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...
- 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...
- 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-...
- 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
And now: Custom Textures
- 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
- 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...
- 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 ...