Posts by DeznekCZ

60 total posts
1 day ago

CustomAssets — Recipes

How to define recipes and attach them to machines with the CustomAssets Python API. This is the deep-dive companion to the Recipes section of the Modder's Guide.

What changed (0.3.0). A recipe used to be created and bound to a machine in a single build_recipe(machine=…) call. As of the 0.3.0 game API a **recipe is machine…

1 day ago

Hi, I feel that is already fixed

7 days ago

Snoki wrote:

At first I would Thank You for this mod.

Snoki

Hi Snoki,

the unplantable forest under building is partial game bug/feature.
But it kinda corresponds with real-life placement. In the world there are many cutted out forrests only have them build. It also brings fire hazard.

7 days ago

Hi, I did upload the version we tested together.

The increase of performance was noticed, but still there is room to improvement, because now we are still locked on standart render pipeline of unity engine and the internal game renderer is not able easily to dynamic animations.

Once we will be able to go through this problem, we will squeeze much more from it.

23 days ago

BadKarma wrote:

Shouldn't that be the editor is IN?

Out = released
Is now in sandbox

1 month ago

kldg wrote:

Original message

Hi kldg,

First important information:\

  • AM is only for connection to world mines\
  • FM is only for connection on the Island

For 20 tiles and lower distance is enough to be transferred by BUS configuration, see Announcements.

There is possible to use the Antena connected the controller:

![image.png](/content-images/dec12d4de756a20f…

1 month ago

Hi, logistic areas are broken, the selection of the zone is hard because it is based on ling number.

1 month ago

The research is still investigated how to do it, correctly.

1 month ago

Hi, that is not supported fully now, I can maybe add different type of notification, that will add a name inside.

1 month ago

Hi, the editor is out 😉

1 month ago

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![image.png](/content-images/b493cd16bfef4129a20d0b494b687c128c67630a57a0262725…

1 month ago

Hello Vlado,

unfortunately, this mod is very limited by the way, how the game is implemented and optimized.
So, for now, it will be very hard to say, if it will be able to finish it with my lower knowledge around shaders.

I'm sorry, it was really a good option to learn more, but my current situation does not allow me to investigate much more.

Thank you for understanding.

Dev team discussion:\…

1 month ago

Hashishish wrote:

Sorry, I didn't see the release of the new version 1.1.3, the question is completely removed.

I did update the text in the top.

1 month ago

Hi, there are some uses:

image.png

STOCK <- Housing : amount of people inside one Settlement
STOCK <- Captains Office : amount of people on whole island

image.png

SETTLE <- Housing : left pin - co…

1 month 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.

1 month ago

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

1 month 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…

1 month 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]  -
1 month ago

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

1 month ago

This should be fixed in in test version of 1.1.3

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