Yes, I hacked the mod to 10.10 to make it work for 0.18. I didn't realize it was deprecated, I thought the mod author was just tardy with the update.
My bad.
Search found 10 matches
- Sun Apr 05, 2020 10:48 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 97690
- Sun Apr 05, 2020 2:03 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 97690
Re: [1.12.8] Crash while running event on_train_changed_state
I have confirmed the error from a second provider station -- the iron ore station near the south wall. The LTN combinators are already setup. Using the save file, go 2 stations east to the iron ore requester and add 'iron-ore -180000". The error occurs when the train attempt to leave the provid...
- Sat Apr 04, 2020 11:30 pm
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 97690
[1.12.8] Crash while running event on_train_changed_state
This bug is identical to this post last updated 3/25/2020: https://forums.factorio.com/viewtopic.php?t=82760 I have encountered this bug in 1.12.7, and also today after I updated to 1.12.8, so I re-posted. I can replicated it consistently. In fact, it happens every time I try to pull resources from ...
- Mon Nov 21, 2016 11:45 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 119486
Re: Railroad
I would like to see a method to influence the rail pathing decisions. The idea is simple: a rail segment that increases the apparent distance cost to pass over it. In practice, it could be a special rail segment item (with a settings window for value), or a normal rail section connected to a constan...
- Mon Apr 25, 2016 1:02 am
- Forum: Mods
- Topic: [MOD 0.12.x / 0.11.x] Smart long inserters
- Replies: 5
- Views: 13561
Re: [MOD 0.12.x / 0.11.x] Smart long inserters
I love the mod. I've been playing with it for a while, and I've included it in a lot of blueprints I post online. One bug I've noticed is that these won't hook up to a circuit network (filters and logistics work fine). I copied the following code from the smart-inserter entity and it resolved the pr...
- Tue Mar 22, 2016 6:25 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
- Replies: 85
- Views: 85588
Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
There's a mod called crafted artifacts (https://forums.factorio.com/viewtopic.php?f=93&t=14258) that works great with 12.x. It adds the alien ore, and recipes to craft it into alien artifacts. I've posted a blueprint (http://factorioblueprints.com/view/R5ECqgaSJTedrGjE9) for the processing. That...
- Sun Mar 20, 2016 11:18 pm
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 63535
Re: [MOD 0.12.26] Logistics Railway 1.0.4
Isn't that the normal behaviour even without the 8L mod? I don't know, that's why I'm asking. I guess I should disable the mod and see, but that requires re-configuring trains as well. As for why you'd want more than one requester -- when you want more distinct item types in the wagon than you can ...
- Sun Mar 20, 2016 10:43 pm
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 63535
Re: [MOD 0.12.26] Logistics Railway 1.0.4
I have found an odd behavior, and I'm not sure if it's a bug or a feature. I recently installed your mod and the newly-named 8L mod. I opened up my test map and started to play around with both together. Here's an image to go along with the description: http://i.imgur.com/XLor1uK.png With the 8L mod...
- Thu Mar 17, 2016 7:01 pm
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
- Replies: 56
- Views: 63071
Re: [MOD 0.12.x] Crafted Artifacts v1.2.0
Can you add an alternate recipe with the liquid inputs reversed, similar to what GDIW does? This will allow more compact processing designs. Done, and I've added all recipes to the productivity whitelist Awesome, thanks! I posted a refining complex to factorioblueprints.com, and I'm updating it now...
- Thu Mar 17, 2016 4:08 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
- Replies: 56
- Views: 63071
Re: [MOD 0.12.x] Crafted Artifacts v1.2.0
Can you add an alternate recipe with the liquid inputs reversed, similar to what GDIW does? This will allow more compact processing designs.