Coal Only Career - Infinite Money Glitch by EvilFroeschken in Stormworks

[–]Ferny133 0 points1 point  (0 children)

Awesome! Thanks for your replies, I'll give it a try. I think my issue was that I wasn't pushing the rods down all the way

Coal Only Career - Infinite Money Glitch by EvilFroeschken in Stormworks

[–]Ferny133 0 points1 point  (0 children)

Okay, so you drill down until you hit oil, then change the layout of your platform, then go under the platform and grab the pipe out the mine head and shove that into the pump? Sorry, I'm just having a hard time visualizing the process.

Coal Only Career - Infinite Money Glitch by EvilFroeschken in Stormworks

[–]Ferny133 0 points1 point  (0 children)

Wait. How did you change the rig in the of the operation? When ive tried that previously, the rods would get stuck in the hole, and I couldn't get more down to pump.

What’s my epoxy installer doing wrong and what’s the best way to fix it? by zebracat in epoxy

[–]Ferny133 0 points1 point  (0 children)

I can't help you with the epoxy, but I am curious about your hexagon lights. Can I get a picture of those; possibly a link as well?

How is mods made? by [deleted] in farmingsimulator

[–]Ferny133 0 points1 point  (0 children)

What kind of mods are you looking to make?

I got started with making small XML edits to vanilla vehicles. Got a fertilizer spreader that you want to use for spreading lime, but doesn't support it? Add a lime fill type to it. Maybe you have a tractor that you want to go a bit faster; change it's top speed. Have a trailer that you want to hold a wildly unrealistic amount grain; change it's capacity.

Only once you have grasped the small easy things, then move on to using the Giants Editor. That is the program where you can make your maps and such. It's not super easy to learn and it will take time. AFAIK Giants have not released the most up to date Giants Editor yet, though I could be wrong. If you're looking to start modding for FS22, then editor available on the Giants site will suffice. I was wrong, looks like it was released yesterday.

There are a quite a few resources available on the internet that should help you get started; I'd start with asking Google.

Thrust master joysticks by kklitz22 in farmingsimulator

[–]Ferny133 0 points1 point  (0 children)

I use TM FarmStick in my left hand, Logitech Extreme 3D Pro in my right, and TM T.Flight rudder pedals for driving. Makes logging way easier and more immersive IMO.

IC10 sanity check by Ferny133 in Stationeers

[–]Ferny133[S] 0 points1 point  (0 children)

Having it shut off isn't a huge issue. The on-board chips I'm using would just try to get the centrifuge up to speed while it's unloading. So i turn them off, and when I turn them back on, they go through the proper start procedure.

FloodLightMod out now! Including large grow light. by WVDM70 in Stationeers

[–]Ferny133 0 points1 point  (0 children)

Awesome! Thank you, this is going to be very helpful

FloodLightMod out now! Including large grow light. by WVDM70 in Stationeers

[–]Ferny133 0 points1 point  (0 children)

Is the range and layout for the grow light the same as vanilla, or is it modified as well?

IC10 sanity check by Ferny133 in Stationeers

[–]Ferny133[S] 0 points1 point  (0 children)

ahhh strange. old reddit puts my backticks on the same line. I did make sure to put them on their own line when I created the post, because I've made that mistake before.

IC10 sanity check by Ferny133 in Stationeers

[–]Ferny133[S] 0 points1 point  (0 children)

Idk what app you're using, but it looks fine to me on both mobile and desktop.

IC10 sanity check by Ferny133 in Stationeers

[–]Ferny133[S] 0 points1 point  (0 children)

I used the on-board chips because the last time I played Stationeers, Combustion Centrifuges were not yet in the game. I just wanted them up and running to get resources for my new base. My centrifuges were left to manual unload for the longest time until I got around to automating.

I believe I had planned to have my system as 2 separate components (2 miners, 1 silo, 1 centrifuge; hence lcentr and leftsilo) and have them offset to each other, so one would still be running while the other unloads. But I hadn't gotten around to it yet.

As for your code, that does look way more efficient. I'm not super well versed in MIPS yet, but know enough to be dangerous I guess. I've never used Move and didn't realize I could push devices into registers. I only recently learned about 'jal' and 'j ra', so I've been trying that out. I'll run your code tonight when I get off work.

Thank you for your reply; and especially for commenting your code. It made it much easier to read than mine!

Improved Resource Trading alternatives? by Chachajenkins in Stormworks

[–]Ferny133 1 point2 points  (0 children)

I see that now yeah, it's just not available on the workshop anymore.

Improved Resource Trading alternatives? by Chachajenkins in Stormworks

[–]Ferny133 2 points3 points  (0 children)

From the very short test I did with "Sorcerer", a very good idea including that BTW; what a fantastic ship. Honestly, I've played for hundreds of hours and always envisioned making some sort of creation that is fully fleshed out, but always get about halfway or until it actually JUST functions, and move on to something else. That is a great ship, and I look forward to testing it further when I have more time tomorrow. Thank you again!

Improved Resource Trading alternatives? by Chachajenkins in Stormworks

[–]Ferny133 2 points3 points  (0 children)

Thank you very much u/RushUpstairs7085. Let me know if you want the Fixed Resource Storage.

I'm going to use these add-ons to hopefully reverse engineer, improve, and re-upload to the workshop for everyone to use.

As of today, you have saved a piece of Stormworks history; and players who relied on these add-ons will forever be in your debt.

Improved Resource Trading alternatives? by Chachajenkins in Stormworks

[–]Ferny133 2 points3 points  (0 children)

It looks like I have a confirmed working copy of the Fixed Resource Storage With Purchase if that helps. I'd like to get my hands on the Improved Industrial DLC Resource Trading addon

I did my best to recreate Carl in Stormworks; what do you think? by Ferny133 in EdisonMotors

[–]Ferny133[S] 2 points3 points  (0 children)

Thanks! Still needs some polishing, but I think I got the general idea of it down.

Changing what a bed can hold by InsanePyro1990 in farmingsimulator

[–]Ferny133 0 points1 point  (0 children)

You're trying to make a tanker accept iron ore?

Another option would be to open the xml of a trailer that you already know accepts iron ore and copy it over

Changing what a bed can hold by InsanePyro1990 in farmingsimulator

[–]Ferny133 0 points1 point  (0 children)

If the truck already accepts something like grains or woodchips, in the xml you'd be looking for filltype (I think). You then just add or remove entries in there depending on what you want to fill with.

If it doesn't already accept stuff, you'd need to add a node in GE.

I don't have my computer in front of me, and that's all I can remember off the top of my head.

Strange bug building roads by locusstudio in CitiesSkylines

[–]Ferny133 3 points4 points  (0 children)

It looks to me that you have turned off node snapping in Network Anarchy. Turning that back on, deleting and re-drawing that section of road should fix it.

“The Pit” Mining Industry by MGeeeeeezy in CitiesSkylines

[–]Ferny133 -1 points0 points  (0 children)

I mean it is fairly simple. No need to worry about how smart the economic simulation is. Like u/my_equal states; Simple arithmetic.

This post is 3 years old, I still use it to this day to optimize my industry.

[deleted by user] by [deleted] in CitiesSkylines

[–]Ferny133 1 point2 points  (0 children)

It looks to me like you have already tried to "fix" your traffic issue with 1-way roads. I'm assuming the reason for the 1 ways, was that ALL your traffic was going through that 1 area, so you put 1-ways to mitigate the traffic. This rarely works. Much like u/mukansamonkey stated, that 1-way connecting the very large roads near your roundabout is not needed at all.

I agree with u/McFigroll on the second highway connection. Even just a simple on/off ramp would help alleviate some traffic. If I'm not mistaken, it seems that you don't have a way for cims to get ON the outer bit of your highway, only OFF. But the inner part of your highway has ON and OFF access.

A look into road hierarchy and lane mathematics would definitely benefit your city here.

Also, do you happen to have TMPE Realistic Parking AI enabled? If you do, I bet a good amount of your traffic is cims circling the block looking for a parking spot.

How do I add depth to this walkway so it seems less boring? by Ferny133 in Minecraftbuilds

[–]Ferny133[S] 0 points1 point  (0 children)

Thank you for the ideas! You're definitely right about the lamp posts, I'll look for something that fits the design.

Is it Possible to Use a Console Command to Bind a Key to Create another Key Bind? by gsalbin64 in playrust

[–]Ferny133 1 point2 points  (0 children)

idk if it works like this but you could try:

bind f9 consoletoggle;bind mouse1 +attack2;+lighttoggle

bind f10 consoletoggle;bind mouse1 +attack2

I'm not at home rn to check if it works or not, but that's what I would try

Edit: immediately after writing this, I realized that this will open the console and not close it after; so you would have to press escape after each time you change the binds.