Search found 49 matches

by wheezil
Mon Sep 18, 2023 2:04 pm
Forum: Gameplay Help
Topic: Looking for a "research blueprint"
Replies: 4
Views: 1029

Re: Looking for a "research blueprint"

Thanks, I do know how to build stuff use FNEI at lot, but ... I haven't checked out the TODO list, thanks for that tip. I look at this as another level of automation. After all, we have blueprints and you could pose the same criticism of them -- "you don't want to learn how to assemble your fac...
by wheezil
Sun Sep 17, 2023 1:50 pm
Forum: Gameplay Help
Topic: Looking for a "research blueprint"
Replies: 4
Views: 1029

Looking for a "research blueprint"

One feature I've always looked for and never found is a "research blueprint" -- in other words, I'm moving up a tech level, especially in the Angel+Bob mod packs where such things tend to progress in levels like iron -> steel -> clay -> bronze -> bots -> brass etc. I have blue prints for a...
by wheezil
Sun Oct 23, 2022 10:32 pm
Forum: Questions, reviews and ratings
Topic: Angel+bob mod packs: making advanced features more compelling
Replies: 1
Views: 810

Angel+bob mod packs: making advanced features more compelling

Hi all, I've played the "angel+bob" mod packs several times, and I really love them. It's been challenging coming up with a solid strategy for early/mid/late game, and I've developed a nice collection of blueprints that I use. At this point, I have a few observations about the game play, a...
by wheezil
Sat Feb 05, 2022 1:53 am
Forum: Gameplay Help
Topic: Logistic control by count doesn't work for some items
Replies: 4
Views: 1153

Re: Logistic control by count doesn't work for some items

Ah wait! I see the problem. The logi connection popup also says "No network in range".
I'm still at nerfed logistics phase, and my logi expanders have a gap.
Thanks!
john
by wheezil
Sat Feb 05, 2022 1:51 am
Forum: Gameplay Help
Topic: Logistic control by count doesn't work for some items
Replies: 4
Views: 1153

Re: Logistic control by count doesn't work for some items

Right! I meant, "Set to enable when count < 2"
I checked and there is definitely no circuit network connection, only logi network.
Can you help me attach the game save? I think that will make things clear, or prove me a fool :-)
Thanks,
john
by wheezil
Fri Feb 04, 2022 10:33 pm
Forum: Gameplay Help
Topic: Logistic control by count doesn't work for some items
Replies: 4
Views: 1153

Logistic control by count doesn't work for some items

In the attached game save, the inserter I am standing by is set to disable when Induction Furnace II count is <2. Count in the logistic network is currently 1, but the inserter is disabled anyway. Doesn't actually matter what the control setting is, it could be 200 but still will be disabled. I've s...
by wheezil
Wed Jan 26, 2022 2:13 pm
Forum: Gameplay Help
Topic: How to know combinator signal values?
Replies: 4
Views: 1488

Re: How to know combinator signal values?

Oh wow, the "debug pole" trick worked!
The minimap doesn't work, just because it is too full.
Thanks
john
by wheezil
Tue Jan 25, 2022 1:38 pm
Forum: Gameplay Help
Topic: How to know combinator signal values?
Replies: 4
Views: 1488

How to know combinator signal values?

It would be nice to be able to see the input/output values used by a combinator. But I can't figure out how. The posts I've read all reference older options or plugins.
Thanks
john
by wheezil
Tue Jan 25, 2022 1:32 pm
Forum: Gameplay Help
Topic: Combinator displaying signal rules in alt view?
Replies: 8
Views: 6698

Re: Combinator displaying signal rules in alt view?

Fast-forward to 2022, where is this now?
by wheezil
Mon Dec 27, 2021 1:33 am
Forum: Gameplay Help
Topic: Hotkey for "send to auto-trash"?
Replies: 4
Views: 1297

Re: Hotkey for "send to auto-trash"?

Thanks for the reply!
by wheezil
Fri Dec 24, 2021 2:48 pm
Forum: Gameplay Help
Topic: Hotkey for "send to auto-trash"?
Replies: 4
Views: 1297

Re: Hotkey for "send to auto-trash"?

Thank you for the reply, but that's not quite what I am asking. What I want to do is, given an item in my inventory, configure it for auto-trash (logistics with 0/0 count). Currently to do this is takes several steps: -- Select item from inventory -- Drop item in logistics -- Adjust counts to 0/0 --...
by wheezil
Fri Dec 24, 2021 1:46 pm
Forum: Gameplay Help
Topic: Hotkey for "send to auto-trash"?
Replies: 4
Views: 1297

Hotkey for "send to auto-trash"?

Playing Angel+Non mods (not that I think it matters) I make heavy use of auto-trash, pinning things I never want to "zero/zero". This keeps them from clogging up inventory during cut/delete operations. But I find this to be tedious. Is there single hotkey (or a mod for one) that does "...
by wheezil
Wed Dec 01, 2021 2:04 pm
Forum: Gameplay Help
Topic: how to avoid charging mob?
Replies: 1
Views: 868

Re: how to avoid charging mob?

I have found that putting three charging pads in a cluster doesn't help, the bots always pick the same one. This discussion https://forums.factorio.com/viewtopic.php?f=6&t=92409&hilit=charging+cluster&start=20 suggests that bots *should* disperse amongst the available charge pads but I d...
by wheezil
Wed Dec 01, 2021 1:55 pm
Forum: Gameplay Help
Topic: how to avoid charging mob?
Replies: 1
Views: 868

how to avoid charging mob?

Playing angel+bob mods and at the crawler bot stage. I find that I spend a lot of time waiting for construction bots to charge at a few roboboxes or charging points. They seem to gang up on a select few and there will be many dozens waiting to charge. How best to avoid this? Will simply placing more...
by wheezil
Mon Jun 28, 2021 1:19 pm
Forum: Not a bug
Topic: Angel+Bob: cannot void polluted artificial fish water
Replies: 3
Views: 1680

Re: Angel+Bob: cannot void polluted artificial fish water

Yes you are quite right! This is not a base bug, I believe that it is purely an Angel+Bob mods (clarifier) recipe issue. LMK if there is a better forum topic for posting this issue. I've attached a save, the player is by the clarifier I expected to flush the polluted fish water.
Thanks!
john
by wheezil
Sat Jun 26, 2021 8:04 pm
Forum: Not a bug
Topic: Angel+Bob: cannot void polluted artificial fish water
Replies: 3
Views: 1680

Angel+Bob: cannot void polluted artificial fish water

PLaying Angel+Bob mod packs, I am trying to breed a lot of fish for meat, but I find that I have an excess of polluted artificial fish water. Unfortunately the clarifier doesn't do anything with polluted artificial fish water. I can turn it into crystal splinters of course.
by wheezil
Sun Apr 18, 2021 2:08 pm
Forum: Mods
Topic: FNEI showing recipes that are unattainable
Replies: 2
Views: 1490

FNEI showing recipes that are unattainable

Greetings! I am playing angel+bob mods v1.1, and I notice some recipes appear in FNEI but which are actually not available. For example, FNEI claims that sulfur+iron+purifed-water -> sulfuric acid in chemical plant 2 or adv chem plant 1, but I can't actually select those recipes. I do not see any re...
by wheezil
Fri Apr 16, 2021 1:59 pm
Forum: Gameplay Help
Topic: Why are "logistic requests disabled"?
Replies: 4
Views: 21103

Re: Why are "logistic requests disabled"?

Derp. Thanks!
by wheezil
Fri Apr 16, 2021 1:25 pm
Forum: Gameplay Help
Topic: Why are "logistic requests disabled"?
Replies: 4
Views: 21103

Why are "logistic requests disabled"?

Greetings! I am playing 1.1 with angel+bob mods. But I'm trying to figure out what research enables personal logistic requests. When I enter a request, it says "logistic requests disabled". I have researched roboports and logistic system, what am I missing?
Thanks
john
by wheezil
Sat Mar 13, 2021 4:34 pm
Forum: Angels Mods
Topic: angel mod automating garden replication
Replies: 5
Views: 3263

Re: angel mod automating garden replication

UPDATE: I realized that I can divert 1/16 of alien samples to research! Once I have enough to sustain the farming feedback loop.

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