I feel so stupid.. Saw somebody using your mod on YouTube, so I googled it. Found the A11 version, figured that would probably still work (since I usually see topics get updated instead of new ones opened). Then later, I found the A12 version (since A11 didn't work). And now, finally I found the A13 version. I should REALLY start checking the last post more often. Thanks for your continued work!
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#2
Outdated / Re: [MOD] (Alpha 10) A2B: conveyor belts & co. [v0.10.2]
June 05, 2015, 03:03:28 PMQuote from: 1000101 on June 03, 2015, 04:15:32 PM
Ahh, I didn't realize? that I? put the version number in the directory name. Somebodies bad (mine? noone?)
It wasn't for this version, the update you provided was without version info, but the one I had in my mods folder (previous version), did have version info in the folder name. No harm done though, it's an easy fix.
Quote from: nmid on June 04, 2015, 09:36:30 PM
The point is, I want someway of having a range radius to the items that can be picked and taken to the loader.
This would be VERY interesting.. I hate seeing my haulers bring stuff from the unloader to the loader on the same belt. Easy fix of course by designating proper preference levels (or whatever it's called) for the stockpiles and loaders, but it would be interesting to see what can be done with the range for loading.
#3
Outdated / Re: [MOD] (Alpha 10) A2B: conveyor belts & co. [v0.10.1]
June 03, 2015, 08:01:26 AM
No I meant the folder that comes from the .zip file, if I recall correctly, the previous version had the version number behind it, so something like "A2B Selectors v0.10.1", and the new version is just "A2B Selectors".
I just pasted the new folders in (both A2B Belts and A2B Selectors), which means only the belts folder got overwritten (which the games automatically keeps enabled), and the new selectors folder just got pasted in, next to the old one. The game obviously handles the new folder like a new mod, so you have to activate it, and de-activate the old version.
Since I forgot to do that, I'm guessing more people will forget, so I thought I'd let people know.
There's nothing wrong with the new category name or anything else, just something to be aware of for the end users
I just pasted the new folders in (both A2B Belts and A2B Selectors), which means only the belts folder got overwritten (which the games automatically keeps enabled), and the new selectors folder just got pasted in, next to the old one. The game obviously handles the new folder like a new mod, so you have to activate it, and de-activate the old version.
Since I forgot to do that, I'm guessing more people will forget, so I thought I'd let people know.
There's nothing wrong with the new category name or anything else, just something to be aware of for the end users

#4
Outdated / Re: [MOD] (Alpha 10) A2B: conveyor belts & co. [v0.10.1]
June 02, 2015, 01:43:11 PM
I ran a quick test, everything seems to be working properly now 1000101.
Only thing I noticed is that the selectors folder has a different name then for the previous version, which means you can't just overwrite the previous one. I forgot about that, had to disable the older version and enable the new version, then everything worked fine.
Thanks for the quick update!
Only thing I noticed is that the selectors folder has a different name then for the previous version, which means you can't just overwrite the previous one. I forgot about that, had to disable the older version and enable the new version, then everything worked fine.
Thanks for the quick update!
#5
Outdated / Re: [MOD] (Alpha 10) A2B: conveyor belts & co. [v0.10.1]
May 26, 2015, 03:48:35 PM
Aah, that seems to make more sense, yes. Thank you for explaining.
Also, for the lack of steel (I've literally mined out my entire map), the Industrialisation mod is quite fun too. Very expensive to get going though, and not a huge revenue. Personally I'd recommend boosting the outputs a bit.
Great to see the teleporter becoming an add-on. I never really liked the futuristic stuff, only used it as a workaround. There are probably a lot of people who do like it though, so them having the option to use it is great.
Also, for the lack of steel (I've literally mined out my entire map), the Industrialisation mod is quite fun too. Very expensive to get going though, and not a huge revenue. Personally I'd recommend boosting the outputs a bit.
Great to see the teleporter becoming an add-on. I never really liked the futuristic stuff, only used it as a workaround. There are probably a lot of people who do like it though, so them having the option to use it is great.
#6
Outdated / Re: [MOD] (Alpha 10) A2B: conveyor belts & co. [v0.10.1]
May 26, 2015, 06:08:56 AM
Immediate download (of course).
I still have a question after reading the description though:
If an underground belt goes offline with objects in it, and later comes back online, does the stuff that was in there still come out? Does it get stuck until it gets destroyed? It makes sense of course that you can't just pick the objects of an underground belt (like you can with the normal belts)
Also, I kinda agree with adamiks. Although I am aware that the teleporter will disappear soon, might still be worth mentioning.
But it's still your mod, you are the only ones that can really judge how not to make the system OP and balance it out.
I still have a question after reading the description though:
If an underground belt goes offline with objects in it, and later comes back online, does the stuff that was in there still come out? Does it get stuck until it gets destroyed? It makes sense of course that you can't just pick the objects of an underground belt (like you can with the normal belts)
Also, I kinda agree with adamiks. Although I am aware that the teleporter will disappear soon, might still be worth mentioning.
But it's still your mod, you are the only ones that can really judge how not to make the system OP and balance it out.
#7
General Discussion / Re: Possibilities for better destination selection?
May 26, 2015, 05:56:17 AM
Yeah I was afraid so.
It can however be a tiny problem in the vanilla game. I.e. when you have a stockpile of 1 tile, with 75 steel in it (only stockpile with steel on the entire map), and 3 jobs next to it that all require 1 steel. You can only assign 1 person to do a job, and you can only assign the second one, after the first one has taken the steel. Not a big problem of course, but in some situations it can be a bit tricky.
Thanks for the reply anyway.
It can however be a tiny problem in the vanilla game. I.e. when you have a stockpile of 1 tile, with 75 steel in it (only stockpile with steel on the entire map), and 3 jobs next to it that all require 1 steel. You can only assign 1 person to do a job, and you can only assign the second one, after the first one has taken the steel. Not a big problem of course, but in some situations it can be a bit tricky.
Thanks for the reply anyway.
#8
Outdated / Re: [MOD] (Alpha 10) A2B: conveyor belts & co. [v0.10.1]
May 25, 2015, 11:24:46 AM
So if I'm correct, a undercover should be able to go under a wall just fine?
If so, then I'm having a bit of trouble with them, since they wouldn't built when I placed them underneath a wall, and when I removed the walls, installed the undercovers, and tried to rebuild the wall, the wall won't build up again.
If so, then I'm having a bit of trouble with them, since they wouldn't built when I placed them underneath a wall, and when I removed the walls, installed the undercovers, and tried to rebuild the wall, the wall won't build up again.
#9
General Discussion / Possibilities for better destination selection?
May 25, 2015, 09:54:17 AM
So, let me explain that title, it was the best I could think of at the moment, sorry about that.
I'm running a quite intensive mining operation with my colonists, and have the conveyor belt mod from A2B set up nicely. Now, for manually (and I believe automatically as well) prioritizing hauling the chunks to the loaders for the belt, I found something strange.
Simply put: When the 'command' for hauling the chunk is given (no matter if it's me doing it manually or the game doing it by itself), it immediately reserves a loader for it too. Not a problem you'd say. But what if you're doing this with 2 pawns? You send the first one to haul a chunk at a large distance, let's say 20 distance for reference. In the meanwhile, you want the other pawn to haul a few chunks closer to the loader, like 2 or 3 distance. But the second pawn now has to go to a different loader, because the closest one is reserved by the first pawn, who's still on its trip getting the chunk that's far away.
Wouldn't it be cool if the reserving system updated itself from time to time, to see if a better destination is available at that moment? Of course, that still wouldn't fix the issue I described above. The first pawn still has the loader reserved, and the other pawn can't circumvent that.
It's a long shot of course, and it would definitely be a ton of coding, but in my opinion, it would make for a better game experience. It's kinda weird seeing your pawns walking to the other end of the map, because the first destination is reserved by somebody hundreds of "distances" away.
Any ideas on this? Has it been done? Has it been looked into, and is it simply impossible? Please let me know your opinions
I'm running a quite intensive mining operation with my colonists, and have the conveyor belt mod from A2B set up nicely. Now, for manually (and I believe automatically as well) prioritizing hauling the chunks to the loaders for the belt, I found something strange.
Simply put: When the 'command' for hauling the chunk is given (no matter if it's me doing it manually or the game doing it by itself), it immediately reserves a loader for it too. Not a problem you'd say. But what if you're doing this with 2 pawns? You send the first one to haul a chunk at a large distance, let's say 20 distance for reference. In the meanwhile, you want the other pawn to haul a few chunks closer to the loader, like 2 or 3 distance. But the second pawn now has to go to a different loader, because the closest one is reserved by the first pawn, who's still on its trip getting the chunk that's far away.
Wouldn't it be cool if the reserving system updated itself from time to time, to see if a better destination is available at that moment? Of course, that still wouldn't fix the issue I described above. The first pawn still has the loader reserved, and the other pawn can't circumvent that.
It's a long shot of course, and it would definitely be a ton of coding, but in my opinion, it would make for a better game experience. It's kinda weird seeing your pawns walking to the other end of the map, because the first destination is reserved by somebody hundreds of "distances" away.
Any ideas on this? Has it been done? Has it been looked into, and is it simply impossible? Please let me know your opinions

#10
Releases / Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
May 24, 2015, 05:14:12 PMQuote from: Rikiki on May 24, 2015, 04:49:45 PM
Remember you can put several hoppers next to the basin so it can contain several kind of vegetables.
Derp. I really haven't used the nutrient dispenser enough to harness the capabilities of hoppers. Thanks for reminding me

#11
Releases / Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
May 24, 2015, 10:32:30 AM
It indeed seems like all my fish were dying of starvation, thanks for pointing that one out Panzer
#12
Releases / Re: [MOD] (Alpha 10) Miscellaneous w MAI (V 1.10.5 / 20.05.2015)
May 24, 2015, 10:06:33 AM
I've got some questions about this mod, and about editing it slightly for personal use, hope somebody can help here.
First off:
Is it possible to disable parts of the mod by editing/removing files, without breaking it? I don't really like the turrets from this pack in example, since I already got some extra turrets installed, and don't feel the need for more.
Secondly, how does the nano storage actually work? Does it multiply stack limit for it's storage by 10? Or can it hold like 10 stone chunks?
Finally: what does the animal pack contain? I'm not sure if I'm stupid or just blind, but I don't really see a description for it anywhere.
All help is appreciated!
First off:
Is it possible to disable parts of the mod by editing/removing files, without breaking it? I don't really like the turrets from this pack in example, since I already got some extra turrets installed, and don't feel the need for more.
Secondly, how does the nano storage actually work? Does it multiply stack limit for it's storage by 10? Or can it hold like 10 stone chunks?
Finally: what does the animal pack contain? I'm not sure if I'm stupid or just blind, but I don't really see a description for it anywhere.
All help is appreciated!
#13
Releases / Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
May 24, 2015, 07:25:40 AM
Thanks for the reply Rikiki, appreciate it.
I'm quite curious what direction you're gonna go with this topic, the beginning is awesome, keep up the good work!
I'm quite curious what direction you're gonna go with this topic, the beginning is awesome, keep up the good work!
#14
Releases / Re: [MOD](A10) Rikiki's Miscellaneous (19-05-2015)
May 24, 2015, 06:16:16 AM
So, I'm probably overlooking something here, but is there a way to keep the Aquaponic basin filled without micromanagement?
I've noticed that at random points (I think it's random at least) the basin get's cleared / the species died, got extracted, I don't know what, but they aren't in there anymore. Therefore, I have to add a bill to add 1x eggs again, for every basin that's empty. In my testing, when I added a bill for adding multiple eggs, they just did it one after the other, resetting the growth percentage every time.
So is there a way to make sure the basins keep getting filled with eggs (if it's empty) without having to check manually from time to time?
I've noticed that at random points (I think it's random at least) the basin get's cleared / the species died, got extracted, I don't know what, but they aren't in there anymore. Therefore, I have to add a bill to add 1x eggs again, for every basin that's empty. In my testing, when I added a bill for adding multiple eggs, they just did it one after the other, resetting the growth percentage every time.
So is there a way to make sure the basins keep getting filled with eggs (if it's empty) without having to check manually from time to time?
#15
Outdated / Re: [MOD] (Alpha 10) A2B: conveyor belts & co. [v0.10.1]
May 24, 2015, 05:04:26 AMQuote from: 1000101 on May 23, 2015, 02:40:36 PM
Maybe I'll have a go at an unpowered "slide" belt section which doesn't use or transmit power. The problem is that one could make an entire belt system out of slides, so some means of placement/usage restrictions would need to be applied (perhaps a requirement to be connected to a powered belt section on the input and output). Then we can compartmentalize the power net again. I think the easiest solution is just use the teleporter pair though. I don't like the sc-fi magic but it has a major advantage over any other solution - it already exists.
That would be a nice attachement, but wouldn't it be possible to create something like a "switchable belt"? So basically a belt that also functions as a vanilla switch (or a switch that functions as a belt

On the other hand, I recall reading (or made up) that you guys wanted to do more with belt wear and tear. Maybe it would be nice to have the belts wear faster if a stationary object is on top of it (so the belt's moving, but the object is blocked by something, i.e. a full unloader), and have the rollers not wear when something is stationary on top of it. It would definitely make for some interesting choices people would have to make for their system. No more resources backing up on the belt endlessly, unless you want to destroy everything

All just idea's though!
PS. I was wondering (haven't tried it yet) if it's possible to have a undertaker go under a wall? Since the undercover has to be everywhere between the two, a wall would break that up wouldn't it?
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