We are using mods, yes. However, this is not my game, therefore, I do not control which mods are included or not.
Are there any way to tell which Mod my have affected this?
Search found 12 matches
- Wed Oct 30, 2024 1:25 pm
- Forum: Pending
- Topic: [2.0.12] Productivity Modules on Iron Gear Wheel assembly
- Replies: 3
- Views: 159
- Tue Oct 29, 2024 3:26 pm
- Forum: Pending
- Topic: [2.0.12] Productivity Modules on Iron Gear Wheel assembly
- Replies: 3
- Views: 159
[2.0.12] Productivity Modules on Iron Gear Wheel assembly
From my reading, Productivity Modules are only to be used on Intermediate products. In that case, why am I unable to place any productivity modules in assembling T2 machines producing Iron Gear Wheels? When I try to insert Productivity modules on Iron Gear Wheels assembly machines manually (not thro...
- Tue Oct 29, 2024 3:13 pm
- Forum: Ideas and Suggestions
- Topic: Additional train interrupt conditions
- Replies: 12
- Views: 2888
Re: Additional train interrupt conditions
I completely agree with these suggestions. Considering that, currently, fuel is only measured by Item Count, the Fuel Wildcard being used in Interrupt feels useless given the variable stack size & efficiency of various fuel types. Being able to either count complete stacks of fuel in locomotives...
- Thu Jun 03, 2021 12:57 am
- Forum: Ideas and Suggestions
- Topic: Specify an output value for Decider Combinators / Negative Output Signals
- Replies: 11
- Views: 4430
Re: Specify an output value for Decider Combinators
Granted, now that I look at my example, it could be as easy as you describe it. Which is value / 100 -> value. However, that was merely an example to illustrate what I was trying to explain. The values themselves are of no importance, it could even be as wacky as the following example, which is why ...
- Wed Jun 02, 2021 5:25 pm
- Forum: Ideas and Suggestions
- Topic: Numbers precision (in production window) / Display 3 significant/relevant numbers / Full precision when hover numbers
- Replies: 41
- Views: 8469
Add a toggle to change the display of circuit network values.
TL;DR It would be awesome to have a way to view the exact value of a given signal when the value is above 1000. What ? Currently, whenever circuit network signals are above 1000, they are abbreviated as 1.0k. While in most cases this is a great display option, I believe it might be beneficial to ha...
- Wed Jun 02, 2021 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Specify an output value for Decider Combinators / Negative Output Signals
- Replies: 11
- Views: 4430
Specify an output value for Decider Combinators
TL;DR Decider combinator could be updated to include the possibility to specify a custom value when the condition is met. What ? Currently, Decider combinators have two possible output values: one or input count . I believe that it would be worthwhile to include a third option : value , which would...
- Mon Mar 22, 2021 1:12 am
- Forum: Ideas and Suggestions
- Topic: Logistic Chests ideas.
- Replies: 2
- Views: 1193
Re: Logistic Chests ideas.
That does not work as you might expect it, because if you output the contents of a chest and read them at the same time you read the previously outputted content. Which is fatal for requester chests. :D Well, requester chests which have a a request of 100,000 of coal, for example, will only have 4,...
- Thu Mar 18, 2021 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Chests ideas.
- Replies: 2
- Views: 1193
Logistic Chests ideas.
Every logistic chest should have the Circuit Network mode of operation "Enable / Disable" and "none" (Similar to Inserters). (A disabled logistic chest would have bots ignore that chest) Every logistic chest should have the "Read content" as an option (i.e. checkmark), ...
- Thu Mar 18, 2021 12:39 pm
- Forum: Ideas and Suggestions
- Topic: Add Green and Red wire to the Deconstruction Planner
- Replies: 14
- Views: 5392
Deconstruct wires
Hello, I believe it could be very useful to include wires (Either power wires or red-green circuit wires) in the Deconstruction Planner. I often find myself in a position where I have to re-wire my machines and doing it by hand is tedious work. In addition, I wish that removed or deconstructed wires...
- Wed Mar 17, 2021 3:23 pm
- Forum: Gameplay Help
- Topic: High volume of bots is making my factory enter in Low Power.
- Replies: 9
- Views: 3289
Re: High volume of bots is making my factory enter in Low Power.
You're pushing the steam through way too many tanks and pipes. There's only enough steam making it through all your fluidboxes to power a small proportion of your steam turbines; the rest are empty. Look at the fill levels of your steam tanks for example: the ones nearest the heat exchangers are ne...
- Tue Mar 16, 2021 12:11 pm
- Forum: Gameplay Help
- Topic: High volume of bots is making my factory enter in Low Power.
- Replies: 9
- Views: 3289
Re: High volume of bots is making my factory enter in Low Power.
As recommended, I'm attaching my save game for more information.
- Mon Mar 15, 2021 8:07 pm
- Forum: Gameplay Help
- Topic: High volume of bots is making my factory enter in Low Power.
- Replies: 9
- Views: 3289
High volume of bots is making my factory enter in Low Power.
Hello, I have noticed that whenever I have a big number of bots performing tasks, my factory is automatically entering low-power mode. And that's even though I have the capacity to generate enough power to meet the satisfaction needs. I have a nuclear reactor setup with 200 steam turbines, at a max ...