Search found 53 matches

by Mengmoshu
Sat Apr 09, 2016 6:33 pm
Forum: Modding help
Topic: [Solved] Need help with surface.find_entities_filtered
Replies: 2
Views: 865

Re: Need help with surface.find_entities_filtered

Thanks. Your info and a quick google search solved my problem I'm now doing something like: if next(myTable) == nil then -- myTable is empty end I got the advice here: http://stackoverflow.com/questions/1252539/most-efficient-way-to-determine-if-a-lua-table-is-empty-contains-no-entries That was the ...
by Mengmoshu
Sat Apr 09, 2016 6:04 pm
Forum: Modding help
Topic: [Solved] Need help with surface.find_entities_filtered
Replies: 2
Views: 865

[Solved] Need help with surface.find_entities_filtered

What does surface.find_entities_filtered return if it didn't find anything? I'm trying to check if a search area contains any entities of type="resource", and checking if the returned table ~= nil didn't work. Please let me know if there's more info I can add. I've attached the mod, sorry ...
by Mengmoshu
Fri Apr 08, 2016 11:28 pm
Forum: News
Topic: Friday Facts #133 - The train struggle
Replies: 175
Views: 74536

Re: Friday Facts #133 - The train struggle

I really like the Heavy Inserter concept. If it doesn't do full compression on express belts it should leave a whole item worth of space, so 2 Heavy Inserters side by side can achieve full compression. One of my frequent annoyances with filling belts is the little spaces too small to put stuff in. W...
by Mengmoshu
Wed Mar 30, 2016 7:59 pm
Forum: Modding help
Topic: Need help picking the right prototype
Replies: 0
Views: 523

Need help picking the right prototype

I've been stalled trying to find the right prototype for a building entity I'm trying to mod in. I want it to consume electricity and have 4 orientations, it shouldn't have a GUI or any kind of storage. I poked around and tried a few things from the base game (assembler, lab, mining drill) but each ...
by Mengmoshu
Sat Mar 12, 2016 8:24 pm
Forum: Mods
Topic: [MOD 0.12.x] Check Valve v1.0.0
Replies: 7
Views: 12037

Re: [MOD 0.12.x] Check Valve v1.0.0

I'm in Oregon using Qwest.

I'm not at home right now and the gozaima.su download works, but my friend runs his own DNS so I'll have to try from home later.

Thanks for attaching the file either way.
by Mengmoshu
Sat Mar 12, 2016 2:43 am
Forum: Mods
Topic: [MOD 0.12.x] Check Valve v1.0.0
Replies: 7
Views: 12037

Re: [MOD 0.12.x] Check Valve v1.0.0

I tried again just now and I'm still only getting Firefox error pages. Firefox is telling me: Server not found. Firefox can't find the server at www.gozaima.su. And using the Windows Ping command I get: Ping request could not find host www.gozaima.su. Please check the name and try a gain. If the ser...
by Mengmoshu
Thu Mar 10, 2016 10:56 am
Forum: Mods
Topic: [MOD 0.12.x] Check Valve v1.0.0
Replies: 7
Views: 12037

Re: [MOD 0.12.x] Check Valve v1.0.0

The download isn't working. Your file host appears to be down.
by Mengmoshu
Thu Mar 10, 2016 8:39 am
Forum: Mods
Topic: [MOD 0.14.x] SignPosts_0.3.7 (27.8.16)
Replies: 24
Views: 22599

Re: [MOD 0.12.x] SignPosts_0.2.0 (17.10.15)

Any interest in adding some sort of option for signs you can only read when you interact with them? Something where long messages would be practical, since I'm thinking about the usefulness of signs in multiplayer.
by Mengmoshu
Sat Aug 29, 2015 1:01 am
Forum: Balancing
Topic: Inserter item stack size bonus
Replies: 8
Views: 11044

Re: Inserter item stack size bonus

Ah, yeah. I got distracted from the primary point of the thread (Inserters, not "free" energy). After sleeping on it my thought is that reducing the number of inserter stack size bonuses to 2 or 3 (3 or 4 items at once), and allowing it to apply with belts and empty tiles would get the rel...
by Mengmoshu
Fri Aug 28, 2015 11:28 am
Forum: Balancing
Topic: Inserter item stack size bonus
Replies: 8
Views: 11044

Re: Inserter item stack size bonus

The problem with balance discussion is that there isn't any definitive model of a player and their approaches to every problem in the game. I struggle to keep my factory powered while I'm getting enough solar panels produced to spam them in most of my play throughs. Then I struggle to get enough acc...
by Mengmoshu
Thu May 28, 2015 12:35 am
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 78090

Re: [0.11.17+] Slipstream Chests - 1.1.1

I'd figured performance was at least one of the issues. Handling faster belts would require putting more items down at once, or running the code to put them down more frequently. Balance was the other thing that occured to me, and I would expect more tiers of chest if they were gonna handle faster ...
by Mengmoshu
Wed May 27, 2015 3:22 pm
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 78090

Re: [0.11.17+] Slipstream Chests - 1.1.1

Single sided output is so slow it can't even saturate a red belt even when outputting to a blue belt first, so I'm not sure what you mean by "pretty solid throughput." It may be an issue with how the mod's code is processed on my computer (lag, interaction with DyTech or Treefarm).
by Mengmoshu
Tue May 26, 2015 11:38 pm
Forum: Mods
Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
Replies: 87
Views: 78090

Re: [0.11.17+] Slipstream Chests - 1.1.1

I was hoping to use this with Dytech belts to help with some throughput problems I've been having. Unfortunately the output rate (and input?) of the slipstream chests is significantly less than the capacity of the fastest Dytech belts. I just finished poking around Slipstream Chests' code trying to...

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