Not asking for a month, but is it planned to release this before the winter holidays? Summer? 2025?
So I can plan my free / non free time accordingly
Search found 186 matches
- Wed Apr 10, 2024 3:06 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 151
- Views: 44804
- Tue Aug 18, 2020 6:44 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 420
- Views: 275439
Re: Performance optimization - post your saves
Remember that depending on research mods, robots still may be seriously better than Belts. You an research both capacity as well as speed, while (even with, what I use, bobs mod) belts are quite limited in throughput and do not get better than top tier (which is around 72/second, iirc).
- Fri Apr 24, 2020 10:13 pm
- Forum: General discussion
- Topic: Train mods; will additional train logic be implemented?
- Replies: 10
- Views: 4140
Re: Train mods; will additional train logic be implemented?
point is - they do NOT take the shortest path. Under a lot of circumstances they go around and around a couple of times because there is a train in the way in the shortest path so they reroute through a factory "subcity". I want to make this more expensive so they rather stay in the line o...
- Fri Apr 24, 2020 5:34 pm
- Forum: General discussion
- Topic: Train mods; will additional train logic be implemented?
- Replies: 10
- Views: 4140
Re: Train mods; will additional train logic be implemented?
Well, here is what I would like: * A signal. Yes, no joke. -> You can set a penalty for crossing the signal that that path finder uses. I.e. I can say "10.000" then it will assume that crossing the signal is 10k steps longer than not. This can be used to keep trains on the main buses by &q...
- Sat Apr 18, 2020 10:41 am
- Forum: Bob's mods
- Topic: Nuclear Fuel - no unspent?
- Replies: 4
- Views: 2655
Re: Nuclear Fuel - no unspent?
Call me an idiot. There was a missing belt after an underground belt of significant length. During the test the output got stuck in the underground belt. Once I ramped up energy production - suddenly I had this pipe of spent fuel cells on the other side ;) So, works as designed. Added the belt and t...
- Wed Apr 15, 2020 5:39 pm
- Forum: Logistic Train Network
- Topic: Feature: Flag to disable a depot
- Replies: 8
- Views: 3333
Re: Feature: Flag to disable a depot
When it is time to upgrade the trains (since you really only ever have to do it twice per game), I just turn off LTN dispatching via the map setting, wait for all the trains to go home to the depot, upgrade them all, and then turn dispatching back on. Maybe that will help you. An, not twice. See, m...
- Tue Apr 14, 2020 11:14 pm
- Forum: Logistic Train Network
- Topic: Feature: Flag to disable a depot
- Replies: 8
- Views: 3333
Re: Feature: Flag to disable a depot
That would mean that the station is also not able to get trains. I need it to be "active" so that trains on the run return to it (so I can take them out for upgrading), but do NOT get new work from that station. Given that I play with bob's mods - I have regularly quite some updates to do ...
- Tue Apr 14, 2020 9:27 pm
- Forum: Logistic Train Network
- Topic: Feature: Flag to disable a depot
- Replies: 8
- Views: 3333
Re: Feature: Flag to disable a depot
Optera, this has SERIOUS side effects now that LTN Manager is in. LTN Manager uses this flag to show which stop is a depot. A temporary disable flag would mean that you could see (and possibly toggle) this from the Station view in LTN Manager. Disabling the Depot flag means that LTN Manager has no w...
- Tue Apr 14, 2020 3:21 pm
- Forum: Bob's mods
- Topic: Hydrogen, or Hydrogen
- Replies: 7
- Views: 8500
Re: Hydrogen, or Hydrogen
Bob pure. Yeah, burning. So far I make my solid fuel from all the leftovers of the oil refinery step - and with Nuclear just now coming up, I am starting to rely less on fuel. So, outside of burning it (directly or via solid fuel) there is no real (i.e. high throughput) sink in? Thanks ;) I was worr...
- Tue Apr 14, 2020 5:38 am
- Forum: Bob's mods
- Topic: Hydrogen, or Hydrogen
- Replies: 7
- Views: 8500
Hydrogen, or Hydrogen
What do you guys do with all the hydrogen? I have now 3 production lines that emit hydrogen on the side and no sink. The one use of hydrogen i have active is HydrogenChloride, but that is hardly a sink given it just uses up the hydrogen created splitting salt water ;( I am still early, just research...
- Mon Apr 13, 2020 3:44 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 57770
Re: [0.18] Please post bugs and balance issues here.
The dead end (as you say, it is WIP) did just make me consider this to be a bug showing something that should only be shown i.e. for Angel. Now that I know it - well, it is not like I do not have materials to make (yet more) vents
- Mon Apr 13, 2020 3:43 pm
- Forum: Bob's mods
- Topic: Nuclear Fuel - no unspent?
- Replies: 4
- Views: 2655
Re: Nuclear Fuel - no unspent?
I know it is important - which is why I tried out a reactor first (actually 4) to see what happens. Even feeding them like with 20 or so fuel cells the output is stable at - 0 used uranium fuel cell. I was not sure whether they should also be generated if you do not have reuse researched (yet). No i...
- Mon Apr 13, 2020 9:33 am
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 57770
Calcium Chloride broken
"unknown key: 'recipe-name.calcium-chloride'" in the crafint overview.
It also demands limestone with no angel installed. Limestone production emits Carbon Dioxide which seems to have no use except throwing it into the void (again, no angel installed).
It also demands limestone with no angel installed. Limestone production emits Carbon Dioxide which seems to have no use except throwing it into the void (again, no angel installed).
- Mon Apr 13, 2020 9:24 am
- Forum: Bob's mods
- Topic: Nuclear Fuel - no unspent?
- Replies: 4
- Views: 2655
Nuclear Fuel - no unspent?
Jus t built my first reactoir in a new game and - the spent fuel is not coming out? Is that an error? Reactors work, but fuel gets normally consumed with no unspent fuel emitted for storage (and later reprocessing).
- Mon Apr 13, 2020 9:23 am
- Forum: Bob's mods
- Topic: Carbon Dioxide, suddenly I need limestone for Calcium Chloride?
- Replies: 4
- Views: 5267
Carbon Dioxide, suddenly I need limestone for Calcium Chloride?
Last Upgrade broke my Calcium Chloride line. Suddenly I am supposed to turn stone into Limestone with Carbon Dioxide as secondary output there. No problem, except: What the heck is Carbon Dioxide used for? Yes, I can void it, but - it is not like bob to have an output that is good for nothing and I ...
- Sun Apr 12, 2020 7:36 pm
- Forum: Logistic Train Network
- Topic: Last update broke my trains.
- Replies: 1
- Views: 1425
Re: Last update broke my trains.
Ok fixed by a new version of https://mods.factorio.com/mod/QoL-TempStations
- Sun Apr 12, 2020 6:57 pm
- Forum: Logistic Train Network
- Topic: Last update broke my trains.
- Replies: 1
- Views: 1425
Last update broke my trains.
I am not getting anything loaded anymore. Neither liquid nore non-liquid are picking up anything anymore, They go to the temporary train stop that is now generated, then immediately move back to the depot.
- Sun Apr 12, 2020 5:50 pm
- Forum: Logistic Train Network
- Topic: Feature: Flag to disable a depot
- Replies: 8
- Views: 3333
Feature: Flag to disable a depot
Seems there is no one. I cam not talking about removing the Depot-Flag (because that one is used by LTN Manager I think to acutally identify a depot) but a separate "stop" flag that stops that depot being used. Use case: Tempoarily disable a depot so that the trains there are not used, mos...
- Sat Apr 11, 2020 6:05 am
- Forum: Logistic Train Network
- Topic: [0.18] LTN Manager (ALPHA)
- Replies: 20
- Views: 14728
Re: [0.18] LTN Manager (ALPHA)
Would it really be that much more work? Because from where I come I do commercial software development and we maintain 4-5 different branches. One master (development) branche. One Preview branch, then release. The combination of GitVersion and automated deployment scripts means that releaseing a ve...
- Fri Apr 10, 2020 10:30 am
- Forum: Logistic Train Network
- Topic: [0.18] LTN Manager (ALPHA)
- Replies: 20
- Views: 14728
Re: [0.18] LTN Manager (ALPHA)
Nice. Definitely a start. May I say youshould possibly rename the mod to Experimental and then once released make the regular one - and upgrade experimental (or development) with new features, much like factorio does. Looks relly good. What I miss at first sight is the integration with LTN combinato...