Hi there
I have problem
I want to make mod, which add a new wait condition "Next stop is enable"
What's gonna do?
Normally, when all stops are disable, train gonna skip this station and go to the next.
This wait condition gonna disable this feature.
Search found 46 matches
- Sat Jun 20, 2020 5:27 pm
- Forum: Modding interface requests
- Topic: Extend Wait Condition
- Replies: 4
- Views: 1397
- Wed Jun 17, 2020 4:53 pm
- Forum: Ideas and Suggestions
- Topic: New wait condition to train shedule
- Replies: 3
- Views: 1129
Re: New wait condition to train shedule
Problem is that I make all shedules with scheme: Load - (iron) Full cargo and Circuit condicion Unload - (iron) No condition Supply Empty cargo Refuel inactivity 5s Conception is that Supply station are multi unload puprose (science, belts, HUB, oil, etc.) To not make stations by numbers ( Iron ore ...
- Sun Jun 14, 2020 12:13 pm
- Forum: Ideas and Suggestions
- Topic: QoL improvment - export list of mods
- Replies: 2
- Views: 1293
QoL improvment - export list of mods
Hi there
there are some mods are incompatibile with others, so they need to post in forum...
But it's pain in the butt to write list of mods by hand.
So there is solution:
Add to load manu button/feature to export list of mods impleted to current save
there are some mods are incompatibile with others, so they need to post in forum...
But it's pain in the butt to write list of mods by hand.
So there is solution:
Add to load manu button/feature to export list of mods impleted to current save
- Sun Jun 14, 2020 11:53 am
- Forum: Angels Mods
- Topic: [0.18] Uncorrect technology hierarchy with angel + bobs
- Replies: 1
- Views: 957
[0.18] Uncorrect technology hierarchy with angel + bobs
Hi there
Dunna know somebody already created this topic, so...
Here I gonna post a technology relations that need to correct
Think a correct names of technologies is enough...
So pls post like this:
Relation:
Steel processing --> Metallurgy 1
Reason:
All mashines requaire steel to produce
Dunna know somebody already created this topic, so...
Here I gonna post a technology relations that need to correct
Think a correct names of technologies is enough...
So pls post like this:
Relation:
Steel processing --> Metallurgy 1
Reason:
All mashines requaire steel to produce
- Thu Jun 11, 2020 3:11 pm
- Forum: Ideas and Suggestions
- Topic: New wait condition to train shedule
- Replies: 3
- Views: 1129
New wait condition to train shedule
Hi there As you guys know, in valinna it's possible to disable train stops, it's great way etc. to control mining ore stops But with benefits, come's minuses. When you disabled ALL train stops, it's gonna be skip that station and go to next one. The only way to prevent skiping shedule, it's to make ...
- Wed Jun 10, 2020 11:30 am
- Forum: Bob's mods
- Topic: Carbon Dioxide, suddenly I need limestone for Calcium Chloride?
- Replies: 4
- Views: 4630
Re: Carbon Dioxide, suddenly I need limestone for Calcium Chloride?
Co2 could be used as productivity bonus to making Wood, but greenhouse should be redesigned by adding 2 input/output pipe valve...
And add some function when Co2 is delivered, then productivity bonus is turn on
And add some function when Co2 is delivered, then productivity bonus is turn on
- Tue Feb 18, 2020 10:22 am
- Forum: Ideas and Suggestions
- Topic: quick start inventory templates
- Replies: 13
- Views: 2138
Re: quick start inventory templates
Or good idea is to make toolbelt blueprint, where you can Save and load shortcuts
- Tue Feb 18, 2020 10:06 am
- Forum: Ideas and Suggestions
- Topic: Train Stop Tags
- Replies: 23
- Views: 5501
Re: Train Stop Tags
There is other solution.
To make stop conditions as global or local.
Example
Yo have shedule
Iron plate load
Full cargo
Iron plate unload
Empty cargo
Belts supply
Empty cargo
For local conditions train will stop on each station
But on global IT will stop on two first only
To make stop conditions as global or local.
Example
Yo have shedule
Iron plate load
Full cargo
Iron plate unload
Empty cargo
Belts supply
Empty cargo
For local conditions train will stop on each station
But on global IT will stop on two first only
- Sun Feb 09, 2020 9:29 pm
- Forum: Ideas and Suggestions
- Topic: Mulitple station names
- Replies: 0
- Views: 516
Mulitple station names
TL;DR Avalible to put multiple station names in one station What ? Train is a great way to develop your base, but amount of them to use is riddiclous. So idea is uses Multiple station names in one station. Why ? The basic scheme is to make trains to ride from A to B. But you need build a multiple s...
- Fri Mar 22, 2019 8:54 pm
- Forum: Not a bug
- Topic: Decider combinator - missing output
- Replies: 2
- Views: 929
Decider combinator - missing output
Hi there
In 0.17.17v you can't make in decider combitator in output all green signals
With red and everything you can
In 0.17.17v you can't make in decider combitator in output all green signals
With red and everything you can
- Thu Mar 14, 2019 12:28 pm
- Forum: Ideas and Suggestions
- Topic: Wagon management
- Replies: 5
- Views: 1567
Re: Wagon management
For now only can use mods, if only exist some, hope if this solution going to popular in community, gonna implement in futhure versions...
What you think about that, if they add upgrade planner, they should make shedule blueprint?
What you think about that, if they add upgrade planner, they should make shedule blueprint?
- Sat Jan 27, 2018 2:03 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction planner update
- Replies: 1
- Views: 558
Deconstruction planner update
Hi everyone.
When I was going to use deconstruction planner, they missed 3 things in filters.
Exactly I mean wires: copper, red and green.
Think everyone have that same problem when they need to quickly remove those connections.
When I was going to use deconstruction planner, they missed 3 things in filters.
Exactly I mean wires: copper, red and green.
Think everyone have that same problem when they need to quickly remove those connections.
- Thu Jan 25, 2018 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Optional electric consuption for logystic belts
- Replies: 0
- Views: 432
Optional electric consuption for logystic belts
Hi there Simple stuff with belts, allows to connect to electric circuit to get more options by add power consuption For belts, underground and splitters, allows to set the speed by 100% scale. That new feachure added to splitters Access by this sugestion. Belts and Underground could have possibile t...
- Wed Jan 24, 2018 7:40 pm
- Forum: Not a bug
- Topic: Wakeup list bug
- Replies: 4
- Views: 1211
Re: Wakeup list bug
But it's problem looks like a glitch, Must suprise you, contr-argument on some cordinates of world it works exactiy with some order To understand what I mean, put two examples of blueprints First a reason why I start this topic: 0eNrtXU1vG8kR/SsBj4EY9PeHgeQS5JxFcgkQLARaGttEJFIYUsY6C/33cCSbpNks9nvFYA...
- Wed Jan 24, 2018 7:21 am
- Forum: Not a bug
- Topic: Wakeup list bug
- Replies: 4
- Views: 1211
Re: Wakeup list bug
If when putting entity on map it's create new instance
of class, then it's possibile to fix it
of class, then it's possibile to fix it
- Tue Jan 23, 2018 9:55 pm
- Forum: Not a bug
- Topic: Wakeup list bug
- Replies: 4
- Views: 1211
Wakeup list bug
Hi there there is problem build blueprint with electric furnace, 3 inserters set to output, horizontal with 3 iron chest when I used this set, on that same columns of world is bug normally inserters take stuff in order 1, 2, 3. on some columns of set is etc. 1, 2 or only 3. Here string for blueprint...
- Wed Jan 03, 2018 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle light improvment
- Replies: 0
- Views: 380
Vehicle light improvment
Hi
I'm not sure, but from 1.6x version enviroment brightness is too low, so simple solution, add to car and tank point light, not directional.
I'm sorry, but this game isn't 3d...
I'm not sure, but from 1.6x version enviroment brightness is too low, so simple solution, add to car and tank point light, not directional.
I'm sorry, but this game isn't 3d...
- Fri Dec 29, 2017 1:01 pm
- Forum: Ideas and Suggestions
- Topic: New Use For Satellites
- Replies: 3
- Views: 1239
End game: satelite radar
Hi everyone.
My sugestion to develop is to some launcher sattelites as a radars. Maybe add end game recipe to build antene by using space science pack.
Or add reaserch to add some benefits for radars...
My sugestion to develop is to some launcher sattelites as a radars. Maybe add end game recipe to build antene by using space science pack.
Or add reaserch to add some benefits for radars...
- Sun Nov 26, 2017 9:50 am
- Forum: Implemented Suggestions
- Topic: Blueprint: temporary mode
- Replies: 3
- Views: 2282
Blueprint: temporary mode
Hi everyone.
Here have something for further relases
It's a pain to remove blueprints from inventory, because there's some stuff we want to copy make a temporary mode.
If marked, then after they cancel, there no exist.
See you
Here have something for further relases
It's a pain to remove blueprints from inventory, because there's some stuff we want to copy make a temporary mode.
If marked, then after they cancel, there no exist.
See you
- Wed Nov 15, 2017 5:39 pm
- Forum: Ideas and Suggestions
- Topic: Circuit/logistic network for fludis
- Replies: 1
- Views: 638
Circuit/logistic network for fludis
Hi everyone Suggestion like in topic, mean: - pipes can be connected to network, possible to open/close path, read amount of fluid in pipe - for pumps access to set amount of fluid it can pump - tank, option to burn fluid if condition is met (to be fair, generate addable pollution to the air) :D I b...