Search found 109 matches

by Kikkers
Fri Oct 31, 2014 1:01 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67304

Re: Smart Fluid Mod

Thanks, seems I completely missed that in all the times i went over that page.
by Kikkers
Fri Oct 31, 2014 12:08 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67304

Re: Smart Fluid Mod

I was unable to find any way to directly manipulate wire connections, hence my current approach. If you have an example of that, please show it. That would make life much easier.

In the meantime, I'll probably skip on letting red and green wires cross over the switch.
by Kikkers
Fri Oct 31, 2014 10:30 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67304

Re: Smart Fluid Mod

drs9999 wrote:I made something similar for power poles:
https://forums.factorio.com/forum/vie ... =14&t=5552
I hope you don't mind if I just make a hacked version for the time being? It'll likely be some time until 0.11 is stable anyway.
by Kikkers
Fri Oct 31, 2014 9:16 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67304

Re: Smart Fluid Mod

I have a little test working now that simply removes and creates the pole on a time interval. Placing a pole by code simply restores the wires, so I suppose we have a go. Still, it looks terrible, as the connected poles keep turning around each time this happens, but I think that can be remedied som...
by Kikkers
Fri Oct 31, 2014 8:22 am
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67304

Re: Smart Fluid Mod

delete cropcache.dat I think it's called, in the game's base directory. The game will rebuild the file when you run it again. Ah, that must be it. Explains why Kirk did not get it. This mod has all the code it needs for an accumulator that reports it's power storage and a power-pole that can be tur...
by Kikkers
Thu Oct 30, 2014 11:07 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67304

Re: Smart Fluid Mod

I had to fix a few issues concerning the naming of the mod (yes, I should've read the announcement more carefully). That should work now. One issue I'm still having is with the item icons for the fluid unit items, they seem cropped ingame to a smaller size, while I'm expecting them to be 32x32. If y...
by Kikkers
Thu Oct 30, 2014 8:50 pm
Forum: Mods
Topic: [MOD 0.11.22] Smart Circuit Systems - 0.3.8
Replies: 101
Views: 67304

[MOD 0.11.22] Smart Circuit Systems - 0.3.8

The mod seems to work with Factorio v0.11.22 Mod for factorio that (currently) adds six items, all capable of interacting with the circuit network: A device that can switch most machines on or off on a wire condition. A wire switcher that works on a wire condition. A sensor for the contents of a pip...
by Kikkers
Sat Jul 12, 2014 12:15 am
Forum: News
Topic: Friday Facts #42
Replies: 30
Views: 25531

Re: Friday Facts #42

While the post does not go into enough detail about the shadows for me to understand what you plan to do exactly, here's something of another perspective that might be useful, though i will disregard any limitations on the engine other than the 2D part. What do I assume? Considering the top down per...
by Kikkers
Sun Jun 22, 2014 8:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.1][kovarex] Placing splitter over underground belt
Replies: 1
Views: 931

[0.10.1][kovarex] Placing splitter over underground belt

A splitter can be placed over an existing underground belt. This does not remove the underground belt segment (does not go into inventory), and once the splitter is removed, the underground belt is still there. Seems harmless, earlier versions might have this bug as well. I haven't tested saving the...

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