Posts by DeznekCZ

46 total posts
2 days ago

I'm able to get count of segments of transport, the amount of items on belt and how much items can be stacked and if it's moving.
So it can be calculated partially with having the average module connect to it.
But the same thing can be already done by two transport modules, because you know the capacity, the multiplied capacity, but what is missing is the speed.

2 days ago

That will be also hard to calculate, but it is more approchable.

2 days ago

I'm trying to investigate how to make the mod now easier to use for longer distance connection.

Now is in development a bus system, that is able to directly point to near controller without need to select it directly on the map.

image.png

![image.png](/content-images/bd5b0c19c3eb8812c5d50384d4c3…

2 days ago

I was thinking about that, and I feel the counters, speed controllers are useful for this.
But still you can control the throughput by connecting multiple belts between two dividers and pause everytime one of them.

                 - 60 [Paused]  -
200 - [balancer] - 60 [Running] - [balancer] - 120
                 - 60 [Running] -
                 - 60 [Paused]  -
3 days ago

This must be investigated further and added exception for these specifically.

3 days ago

This should be fixed in in test version of 1.1.3

3 days ago

This is accidentally happening for all modules accepting any type of product or recipe, that is global problem.

3 days ago

There is needed to fix the search field to hold the old value and also old filter of type.

5 days ago

I do not know how to handle now the space stations, they are unreachable by antena, but would make sense to automatize them, in case you want less start ramps.

5 days ago

I feel the logistic modules need overhaul :-D

5 days ago

Hi, I would implement this module in next version, may happen, that after update, the pins passed_value and output will lose connection on load.

5 days ago

That can an extension of output filter for belt, but make sense to have for the setting something special.

5 days ago

Can I know how you think it can be applied?
It needs to be tooled somehow and that must be globally supported by the Game API.
I do not how long will take implementation of mod manager, but if there will be implemented MD loader, it will be nice to use it there.
I do not know how is done tutorial pages in the game directly, that is maybe good to investigate.

5 days ago

Yes, the range detection would be good to be detectable.
I'll try to look, if there will be option to add additional renderer or highlighter.

8 days ago

Everything all right in case the fix helped, but I still see a small issue there, if the component is placed in that spot, it means it, the original place was not found. The real time display is also a mod for game?

8 days ago

Vladovlak wrote:

DeznekCZ wrote:

Like I wrote it is searching for specific UI pattern which is changed by Moriarty.

I need to see a graph to be able to add next option.

Hello, I did a test:
New game plus DLC:
obrázok.png
Added Night Mod - Day & Night Cy…

8 days ago

Thank You very much, I'm glad I was able to make this mod, even before the AI help came.

9 days ago

Like I wrote it is searching for specific UI pattern which is changed by Moriarty.

I need to see a graph to be able to add next option.

10 days ago

Vladovlak wrote:

obrázok.png

smal mistake. objekt ui is now too small. do not identify game speed.

I feel this is caused by different implementation of UI by harmony.
In case you would be able to give me mod name and the UI layot to accomodate the search, I can try to update it.

11 days ago
  • Lamps are not emitting light
  • Vehicles with movable parts have not correctly aligned lights and sometimes moves incorrectly
  • On the ocean is weird blue color
  • The fog and clouds are too much white
  • On big saves it causes too big drop of fps (should be better)
  • Game limitation: buildings that are instance rendered are not receiving lights
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