Maximum throughout and tiles per second are in the GUI, so I assume they are fields somewhere, which can be read. Number of tiles should likely be cached because it's fixed. I do believe a transport changing size will make it a new entity, hence modules losing them and needs to be attached again. As such it's a constant once the module is attached. This means performance is not really an issue, so…
Posts by Nightinggale
17 total postsI think what we need is a module to read transport data
- maximum throughput
- tiles per second
- number of tiles for the transport in question
If that is available, then I can write a python module, which generates the on/off signal for a switch off module. The benefit of this approach is that reading the transport will auto adjust if the transport is upgraded.
If those data are availa…
Looks like it's working now. My theory is that farmland got checked at some point without me noticing prior to upgrading and once upgraded, the setting was kept. Regardless of what precisely happened, it seems to be working now, which is the most important part.
1x1 building with one pipe input and output. It has a slider for how much is going through every 60 seconds, hence allowing better control over mixed belt inputs.
Add two modules, one for reading throughput and one for setting the slider. As mentioned in the chicken farm module proposal, we might need a generic slider control module.
This should be for all transports, be it belts, pipes or m…
It would be useful to know current demands of the city. Changing population and edicts makes this interesting for automation purposes. This is particularly true when using Mori++ with steam heating and mixed product pipes.
It could be interesting to add this ability to all city buildings with product input/output such as food market and waste collection, through the style of the water facility …
Farmland preparation has turned on by itself. It looks like a feature, which should be off by default.
I'm not really sure why it was on in one mining tower and off in the rest. I don't recall clicking that option.
When copying buildings including the Antenna 2, the copy will be blank when it comes to AM settings, which means setting up everything from scratch for each, including frequencies.
It would also be nice to be able to change the remote mine for all frequencies in one go rather than doing that for each value being read. Particularly with Mori++ worlds there can be a whole lot of mines and picking…
I like that the search is kept as in if I need to place multiple modules based on a single search. However it would be nice to keep the text in the search field to show that it's a filtered list.
On a side note, this thread should be moved to the new bug board if possible. After all it's a bug to have a filter applied while the filter text field is empty.
I think it would be best to make a dedicated module for this. Putting it under any of the existing modules will not make it obvious for the user that the slider can be moved. That is unless there will be a generic "set slider" module, which I suppose could use useful for storage and both types of docks (aka all the existing buildings with sliders)
It would be nice to have a module, which can set the slaughter slider. Being able to read the chicken population could be useful too.
Using a farm module and constant crop module, you can make the farm grow whatever you want including crops not yet unlocked.
The edict module can set whatever value it wants without verifying that the UI allows clicking said level.

The following can happen on a cargo dock:
- Set filter on dock module to coal
- unpause ship and let it leave
- Change the filter to sulfur
- The ship will eventually return loaded with coal. The sulfur modules will not unload and the coal is stock forever
It looks like setting the filters on cargo dock modules should only be doable while the ship is docked.
New idea about using STOCK on a generator. The input can be used to set priority. If it's 0 (aka not connected) nothing happens, but if it is 1 or higher, then it will assign a priority. Being able to change priority based on storage of each fuel type sounds like something, which could be useful.
Sounds to me like STOCK on a generator should be a working solution for this. It will have the current production, max production (capacity) and current utilisation (fullness in percentage). There is no electricity "product", so it might as well provide production priority for the last pin rather than leaving it unused.
I'm not sure my reading is the original intend, but I kind of like the opti…
Module to read which lab level is required for the current research. No current research would output -1, hence it doubles as detection for if there is an active research going on.
A second output can show combined research modifier for edicts, offices and population (read when mouse over the research point icon in labs)
It would be nice to have a health module, which can read the following:
- Health
- Health change from current disease
- Population change x 100 (so -5 means -0.05%)
- Recently gained population
This can be used to adjust edicts like quarantine, through I imagine there could be use cases around hospitals too.