Search found 13 matches
- Sat Jul 27, 2019 1:29 am
- Forum: News
- Topic: Friday Facts #305 - The Oil Changes
- Replies: 971
- Views: 320146
Re: Friday Facts #305 - The Oil Changes
1. propose a controversial half baked change 2. get furious feedback 3. propose a controversial half baked change with an cherry on top And the cherry is unripe too. I agree with the whole sentiment. Wube, this change is a bad idea inherently. Doubling down on it (making players need to belt sulfur...
- Mon Jul 22, 2019 6:10 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 235841
Re: Friday Facts #304 - Small bugs; Big changes
You are treating an Early-Access game as a service game. This is not a service game. There are no guarantees for backwards compatibility, EA is specifically for the developer to DEVELOP the game, including experimenting and breaking eggs, we are just onlookers. Factorio users were especially pamper...
- Mon Jul 01, 2019 9:33 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1366922
Re: Bugs & FAQ
Your mods are using the emissions variable for pollution, while in 0.17 the correct one is emissions_per_minute; this causes very non-integer pollution numbers on machinery ingame and issues with mods that assume that everyone has fully updated and try to change the latter.
- Fri Jun 21, 2019 5:34 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1530957
Re: Development and Discussion
Why are rolls, except for nickel, called sheet coils, and why is there a bunch of unavailable or nonsensical (like manganese - it's used as ingots, not sheets) ones, but not a tin sheet roll?
- Wed Jun 19, 2019 1:47 pm
- Forum: Angels Mods
- Topic: two different fertilizer with bob's greenhouse + angel's bio processing
- Replies: 5
- Views: 3773
Re: two different fertilizer with bob's greenhouse + angel's bio processing
Some day I will figure out what the expected path to automating wood production is without bob's greenhouse mod. I refuse to harvest thousands of wood by hand. I tried to figure out some of the processes with Angel's Bio Processing this time around and got lost a dozen recipes deep. It's green alga...
- Mon Jun 17, 2019 9:45 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1366922
Re: Bugs & FAQ
Is it intended that with not-quite-complete (missing logistics and enemies from Bob's side) AngelBobs, the only remaining recipes in Bob's electrolyzer are lithium-water-electrolysis, lithium and heavy-water-electrolysis? These are required for T2 battery recipe used in a bunch of Bob's Power/Warfar...
- Thu Jul 05, 2018 10:38 am
- Forum: Ideas and Suggestions
- Topic: propulsion power of bidirectional trains
- Replies: 62
- Views: 21128
Re: propulsion power of bidirectional trains
I'd like to add that modern locomotives are only sideless because they're electric and electric motors don't care which direction to rotate in. Even fuel-using ones merely generate electricity onboard instead of taking it from the grid, and purely mechanical locomotives are much slower due to gearin...
- Mon Dec 18, 2017 5:55 am
- Forum: Not a bug
- Topic: [0.15.40] Importing/creating blueprints adds inventory copy
- Replies: 2
- Views: 1476
Re: [0.15.40] Importing/creating blueprints adds inventory copy
Thanks for the report however you seem to be misunderstanding how the blueprint library works. When you import a blueprint or book you're creating the item on your cursor - it's not in the blueprint library. When you click it into the library it puts a copy into the library but the original item st...
- Mon Dec 18, 2017 5:50 am
- Forum: Fixed for 2.0
- Topic: [0.15.35] Boiler type entities cannot eject burnt items
- Replies: 11
- Views: 6905
Re: [0.15.35] Boiler type entities cannot eject burnt items
Thanks for the report. This is unfortunately a limitation of the game as it is currently. An entity can't have 2 output inventories that inserters will grab from meaning the boiler which already has the main fuel as output can't also have the burnt result output. I've yet to see an effective design...
- Tue Dec 12, 2017 7:31 am
- Forum: Not a bug
- Topic: [0.15.40] Importing/creating blueprints adds inventory copy
- Replies: 2
- Views: 1476
[0.15.40] Importing/creating blueprints adds inventory copy
For example, importing a blueprint or a book and dropping it into the library immediately adds copy in inventory. Creating a new book and dropping it into personal library also adds an empty book to inventory. Moving blueprints between shared/personal sides of the library does not create inventory i...
- Fri Sep 16, 2016 9:33 am
- Forum: Releases
- Topic: Version 0.14.6
- Replies: 24
- Views: 23200
Re: Version 0.14.6
As a tribute to Arumbas mega-game, the "build by" was renamed to "last user" and it is updated whenever the entity is: rotated, has circuit condition changed, setting pasted, recipe changed, filter changed, output signal changed, cominbator settings changed, Oh, nice! Now only n...
- Fri Sep 09, 2016 8:37 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 337690
Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.3
Game Tweaks: Making some Vanilla recipe's more realistic. Stone Wall: adds Iron Sticks (Rebarb) to recipe Concrete: Uses Iron Sticks (Rebarb) and not Iron-Ore Rail (Vanilla and Wood): Uses Crushed Stone and not Stone Trees Give Random 1 - 6 Raw Wood Tree Collision box made smaller Steel Axe require...
- Fri Nov 20, 2015 4:12 pm
- Forum: News
- Topic: Friday Facts #113 - Better rail building
- Replies: 96
- Views: 63683
Re: Friday Facts #113 - Better rail building
I have a question. Which of the rail designs here the autolayer cannot do at least as quickly as manually laying curved rails? I'm asking because I'm interested in getting superior upgrades that are actually superior, and not just claimed as such.