Balancing issue:
Petrochem Oil Tank costs twice as much as the Petrochem Gas Tank, while having half the storage.
Search found 9 matches
- Tue Jul 30, 2019 8:42 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1413120
- Sun May 12, 2019 4:14 pm
- Forum: Campaign / Scenario suggestions
- Topic: Tutorial Feedback 0.17.37
- Replies: 0
- Views: 1893
Tutorial Feedback 0.17.37
1. Most people read from top down, so the top entry of the mission should be about what you have to do now. And not the very last thing on the list. 2. The most important key for me was the "q" and I had to play quite a while before I found out what you can do with it. It makes the game en...
- Wed Oct 04, 2017 12:06 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586760
Re: [MOD 0.14] AAI Programmable Vehicles
When you press F4 and activate all pathfinding options (or simply press F5) you'll see if the hauler is looking for a path. Sometimes they are not, they usually will start working again after some time. Near aliens haulers often behave weird. Driving in the opposite direction for no reason and getti...
- Sat Sep 30, 2017 4:13 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586760
Re: [MOD 0.14] AAI Programmable Vehicles
There is a Signal for Minimum Fuel. Just set that to whatever you want the hauler to keep. You can look at my Hauler-Load-Manager.https://www.reddit.com/r/factorio/comme ... s_for_bob/
- Wed Sep 20, 2017 3:41 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586760
Re: [MOD 0.14] AAI Programmable Vehicles
Does specifying the warden follow-unit-id with a sub-x offset of 200 and sub-y of 300 do roughly what you want? Ah that's great. Unfortunately it's crashing my game. Would anybody mind recreating the crash? I would like to know if it's only my problem. :cry: Blueprint: https://gist.github.com/Helic...
- Sat Sep 16, 2017 3:13 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586760
Re: [MOD 0.14] AAI Programmable Vehicles
I just noticed Earendel already made a spiral scanner in his demo-file. And its much better than mine.
- Fri Sep 15, 2017 2:06 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586760
Re: [MOD 0.14] AAI Programmable Vehicles
Hey guys, I've some severe problems with my fps/ups, although having a gaming laptop. AAI is just bending my laptop, giving it a hard time. Is there a thread or a list of tips how to handle that and what to avoid? I made some really nice complex setups, only to delete them afterwards. If you watch ...
- Wed Sep 13, 2017 6:34 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 586760
Re: [MOD 0.14] AAI Programmable Vehicles
Hey guys,
I've some severe problems with my fps/ups, although having a gaming laptop. AAI is just bending my laptop, giving it a hard time. Is there a thread or a list of tips how to handle that and what to avoid? I made some really nice complex setups, only to delete them afterwards.
I've some severe problems with my fps/ups, although having a gaming laptop. AAI is just bending my laptop, giving it a hard time. Is there a thread or a list of tips how to handle that and what to avoid? I made some really nice complex setups, only to delete them afterwards.
- Mon Aug 21, 2017 9:04 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 115316
Re: [MOD 0.14] AAI Programmable Structures
Hy, several people, (including myself), geht this popup instead of the Signal Output Terminal.