Search found 22 matches

by triggerman602
Mon Nov 11, 2024 6:21 am
Forum: Ideas and Suggestions
Topic: [2.0.15] Suggestion (QoL): Centrifuge ingredient limit
Replies: 5
Views: 622

Re: [2.0.15] Suggestion (QoL): Centrifuge ingredient limit

You can use the new Read working signal on the centrifuge to turn off the U-235 inserter once the machine is running. It's extremely simple and works like a charm.
by triggerman602
Mon Nov 11, 2024 5:18 am
Forum: Ideas and Suggestions
Topic: Circuit signals on ship radars
Replies: 2
Views: 857

Circuit signals on ship radars

Radars that are placed on space platforms/ships should connect circuit signals to the radars on the planet they are currently parked over.

This could solve the issue of there being no way to send circuit signals between space ships and planets.
by triggerman602
Mon Jul 20, 2020 2:30 am
Forum: Not a bug
Topic: [Oxyd] [0.18.36] Biter attack groups stuck because of stuck spitters
Replies: 1
Views: 1071

[Oxyd] [0.18.36] Biter attack groups stuck because of stuck spitters

Many attack groups around my factory are stuck because they are waiting for stragglers that are stuck on trees. Firing artillery at the stragglers often releases the group to attack.

Save attached.
by triggerman602
Tue Jun 16, 2020 6:22 pm
Forum: Minor issues
Topic: [0.18.32]Buildings with wrong fluid on one output can't connect other output correctly.
Replies: 1
Views: 1288

[0.18.32]Buildings with wrong fluid on one output can't connect other output correctly.

When connecting a pipe to a chemical plant or other fluid producing building with multiple fluid outputs, if one output has the wrong type of fluid connected to it, you will not be able to connect a pipe with the correct fluid to the other output of the building.
by triggerman602
Sat Apr 11, 2020 1:03 am
Forum: Minor issues
Topic: [0.18.18] Consumption graph inaccurate with modded lab.
Replies: 15
Views: 10200

[0.18.18] Consumption graph inaccurate with modded lab.

When using the lab from the Big Lab ( https://mods.factorio.com/mod/BigLab ) mod with lots of beacons, productivity modules, and loaders, the consumption graph shows all science except for the slowest one being consumed at half the rate of the slowest one when bottlenecked. I've attached a save file ...
by triggerman602
Sat Oct 28, 2017 7:40 pm
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 101124

Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage

This was so easy to update that I'm surprised noone else did it. Have fun.
by triggerman602
Sun Apr 30, 2017 2:54 am
Forum: Resolved Problems and Bugs
Topic: [Klonan] Advanced train tutorial can be completed by deleting blocks.
Replies: 4
Views: 4090

[Klonan] Advanced train tutorial can be completed by deleting blocks.

The tutorial can be completed by deleting blocks and causing no path errors for the cyan trains. All of these are valid solutions.

http://imgur.com/tsDDCxI.jpg
http://imgur.com/B5Ukv7j.jpg
http://imgur.com/oC6KpGq.jpg
http://imgur.com/gJx3oJT.jpg

Also /screenshot shows up with taking a ...
by triggerman602
Tue Sep 20, 2016 1:44 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1596018

Re: Bugs & FAQ

Your little water change has put my entire factory on damage control. Really sucks.

Sry for that. You could roll back a version and reset the recipes if you want to play with the "old" recipes.

I might, although I being up to date and I already fixed most of the problem areas. You should know ...
by triggerman602
Tue Sep 20, 2016 5:43 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3893
Views: 1596018

Re: Bugs & FAQ

Your little water change has put my entire factory on damage control. Really sucks.
by triggerman602
Sat Sep 17, 2016 7:21 pm
Forum: Mods
Topic: [.13-1.1.109] Aircraft (1.8.9)
Replies: 192
Views: 146283

Re: [0.13.18|0.14.4] Aircraft (1.1.4) New Planes!

You should publish the lastest version on the mod portal.
by triggerman602
Sun Aug 21, 2016 10:51 pm
Forum: Not a bug
Topic: Concrete placing on water while flying over it.
Replies: 13
Views: 5757

Re: Concrete placing on water while flying over it.

This is from a fresh installation of the game with the car's collision box set to zeroes. I assume that is the log file you are looking for.
by triggerman602
Sun Aug 21, 2016 10:31 pm
Forum: Not a bug
Topic: Concrete placing on water while flying over it.
Replies: 13
Views: 5757

Re: Concrete placing on water while flying over it.

Now I know 100% that it is not a mod. I uninstalled the aircraft mod, leaving me with just vanilla, then I changed the car collision box to zeros so that I could push out onto the water a little bit while in a car. I was able to place concrete on the water close to the edge. It's a vanilla bug.
by triggerman602
Sun Aug 21, 2016 10:07 pm
Forum: Not a bug
Topic: Concrete placing on water while flying over it.
Replies: 13
Views: 5757

Re: Concrete placing on water while flying over it.

I've tried with nothing but the Aircraft mod which is just some prototypes for planes and it still happens. I don't think it's the mod, but I have no way to test it without it.
by triggerman602
Sun Aug 21, 2016 9:35 pm
Forum: Not a bug
Topic: Concrete placing on water while flying over it.
Replies: 13
Views: 5757

Re: Concrete placing on water while flying over it.

AfraidOfTheDark_1.0.13.zip
Aircraft_1.0.7.zip
angelsinfiniteores_0.3.7.zip
angelsprocessing_0.2.0.zip
angelsrefining_0.2.11.zip
auto-research_0.5.0.zip
autofill_1.4.2.zip
Bergius_Process_0.1.2.zip
blueprint-string_3.1.2.zip
bobassembly_0.13.0.zip
bobconfig_0.13.1.zip
bobelectronics_0.13.1.zip ...
by triggerman602
Sun Aug 21, 2016 8:34 pm
Forum: Not a bug
Topic: Concrete placing on water while flying over it.
Replies: 13
Views: 5757

Concrete placing on water while flying over it.

If placing concrete on land while flying over water with an Aircraft, concrete will spawn beneath the player on top of the water. I was also using long reach in my screenshot.

It can be walked on and mining it while standing on it results in death.
by triggerman602
Sun Jul 17, 2016 9:29 pm
Forum: Mods
Topic: [MOD 0.12.x] Recursive Blueprints 0.2.0
Replies: 53
Views: 37661

Re: [MOD 0.12.x] Recursive Blueprints 0.2.0

I was fiddling around with this mod a few weeks ago to make it work on 0.13 and I fixed the anchor not blueprinting by changing its type from a "simple-entity" to a "smart-container". It turned into a single slot chest but it was at least blueprinting. I'm sure there is something else that works ...
by triggerman602
Sun May 22, 2016 7:44 pm
Forum: Mods
Topic: [MOD 0.12.30] Automatic Belt Planner (old version archive)
Replies: 33
Views: 20501

Re: [MOD 0.12.30] Automatic Belt Planner v0.5.1

I don't know if this has come up yet but the pathfinder really needs to avoid belt ends to avoid items spilling onto the new belt.
by triggerman602
Sun Apr 24, 2016 3:51 am
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12.X] Biter-Friendly Rails
Replies: 36
Views: 25275

Re: [0.12.X] Biter-Friendly Rails

I would love to use this mod but it breaks blueprinting rails which is a major deal breaker.
by triggerman602
Sun Apr 24, 2016 2:17 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 504518

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.0

Will removing the mod reset all the changes it's made back to default? I have a feeling it won't. Is there any way to set everything back to default or is my save pretty much stuck with the changes from the mod?
by triggerman602
Mon Apr 11, 2016 6:02 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 359011

Re: Foreman 0.1.9 - A factory optimisation tool.

When trying to load up Foreman with the Satallite Uplink terminal https://forums.factorio.com/viewtopic.php?f=97&t=19883 mod installed, I get an exception stating "Version string portion was too short or long." Shortening the dependencies of the mod to just the base game solved the issue but I don't ...

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