Search found 48 matches
- Sun Apr 19, 2020 10:32 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1671164
Re: Development and Discussion
So perhaps I'm being dumb but I just cant find a way of getting rid of hydrogen. I've just gotten up to steel on an BA playthrough. For steel I need oxygen and water separation seems to be the way to go, except I cant even void hydrogen without a flare stack? And I just cant see a use for it either ...
- Sun Mar 15, 2020 9:18 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1671164
Re: Development and Discussion
Is it normal that you have to hand craft all the Production Block 1's until you're well into Green science? It seems a bit crazy considering how many you need.
They should be craftable in assembling machines, which (by mistake) require red electronics, so that's red science (instead of gray ...
- Sat Mar 14, 2020 4:00 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1671164
Re: Development and Discussion
Is it normal that you have to hand craft all the Production Block 1's until you're well into Green science? It seems a bit crazy considering how many you need.
They should be craftable in assembling machines, which (by mistake) require red electronics, so that's red science (instead of gray ...
- Fri Mar 13, 2020 9:51 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1671164
Re: Development and Discussion
Is it normal that you have to hand craft all the Production Block 1's until you're well into Green science? It seems a bit crazy considering how many you need.
- Fri Mar 13, 2020 11:11 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1505314
Re: Bugs & FAQ
Seems to be impossible to get past burner stage if you have Bobs Tech and Angels industries on, as one gates electric poles behind tech (bobs) and the other requires electric to run the new science packs (angels). Quite possibly just the way I've got it set up, and I'll just console a pole in ...
- Mon Mar 09, 2020 10:41 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1505314
Re: Bugs & FAQ
Running BA, minus bobs tech. Solder is unlocked via Basic Solder Smelting, but requires solder to make science requirements. As far as I can tell this is a hard-lock as it stands.
- Mon Mar 09, 2020 5:28 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1505314
Re: Bugs & FAQ
Seems to be impossible to get past burner stage if you have Bobs Tech and Angels industries on, as one gates electric poles behind tech (bobs) and the other requires electric to run the new science packs (angels). Quite possibly just the way I've got it set up, and I'll just console a pole in soon ...
- Wed Jan 29, 2020 8:13 pm
- Forum: PyMods
- Topic: Resource gen settings
- Replies: 21
- Views: 9433
Re: Resource gen settings
So what I've learned.
RSO will only put every ore around your starting area IF there are biters on.
Once resources are placed in the immediate starting area, there is a gap between the ore patches where there just IS NO ORE.
This gap scales with Starting Area.
If no enemies at map spawn, RSO doesn ...
RSO will only put every ore around your starting area IF there are biters on.
Once resources are placed in the immediate starting area, there is a gap between the ore patches where there just IS NO ORE.
This gap scales with Starting Area.
If no enemies at map spawn, RSO doesn ...
- Wed Jan 29, 2020 6:41 pm
- Forum: PyMods
- Topic: Resource gen settings
- Replies: 21
- Views: 9433
Re: Resource gen settings
Use RSO (resource spawner overhaul) that helps a lot with resource generation.
Next I would turn off vanilla oil, Py has his own types and it doesn't make sense to have regular oil spawns with his.
The rest of the resource settings you make the way you like. RSO will give you the base of what ...
- Wed Jan 29, 2020 4:39 am
- Forum: PyMods
- Topic: Resource gen settings
- Replies: 21
- Views: 9433
Resource gen settings
As title.
Looking to see what people think are reasonable resource gen settings. Tried my usual and found that there were MASSIVE patches everywhere, my OCD just wouldnt let me build on them.
Also hitting restart to get a new gen seems to mess the settings up and will often just cause a massive ...
Looking to see what people think are reasonable resource gen settings. Tried my usual and found that there were MASSIVE patches everywhere, my OCD just wouldnt let me build on them.
Also hitting restart to get a new gen seems to mess the settings up and will often just cause a massive ...
- Tue Nov 27, 2018 2:12 am
- Forum: Logistic Train Network
- Topic: LTN showing wrong error message
- Replies: 1
- Views: 1494
LTN showing wrong error message
Spent alot of time trying to debug an error message saying "[LTN] No station supplying Coal found in networks 0xffffffff."
As soon as I atificially created demand for coal at a station it would supply. Seems like it shouldnt have made that error message?
As soon as I atificially created demand for coal at a station it would supply. Seems like it shouldnt have made that error message?
- Thu Oct 11, 2018 9:49 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 119580
Re: pY Industry - Discussion
Hey Pyanodon. I am looking at the robots introduced in pY Industry and they are unfortunately very hard to use, as you need to push to vanilla robots before you can get logistics chests. Might I suggest an unweildly annoying building that acts like a Logistic Storage Chest? That way your ...
- Thu Oct 11, 2018 4:09 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 246
- Views: 119580
Re: pY Industry - Discussion
Hey Pyanodon. I am looking at the robots introduced in pY Industry and they are unfortunately very hard to use, as you need to push to vanilla robots before you can get logistics chests. Might I suggest an unweildly annoying building that acts like a Logistic Storage Chest? That way your ...
- Wed Sep 12, 2018 3:35 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 288861
Re: pY HighTech Discussion
I'm just wondering, as I'm in the early stages of a PY playthough. Is there any benefit in using PY's more complex design to make lvl1 boards over the basic version?
- Mon Aug 14, 2017 9:21 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 704665
Re: [MOD 0.15.x] pY Coal Processing
Just to check, but does this mod change iron spawning? Or have I just been screwed by my spawn?
- Tue Jul 04, 2017 7:14 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 341791
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4
Having some issues with depots. I am running 2 sizes of trains, 3-8-3's and 1-1-1's. I have depot's for each, yet even with setting the train sizes I still get the 1-1-1's going to the 3-8-3 depot and vice versa. Any ideas if/what i'm doing wrong?
Also on an unrelated note I've gotten a storage ...
Also on an unrelated note I've gotten a storage ...
- Tue Jul 04, 2017 4:52 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 76105
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Update: 1.2.2
- Ghost entities are that placed by the automation script no longer have a time limit. (you don't need to research anything).
THANK THE MACHINE GOD. I was having issues with the insane junk you accumulate causing my logistics storage to bottleneck. All my robots stopped and stuff ...
- Ghost entities are that placed by the automation script no longer have a time limit. (you don't need to research anything).
THANK THE MACHINE GOD. I was having issues with the insane junk you accumulate causing my logistics storage to bottleneck. All my robots stopped and stuff ...
- Sat Jun 17, 2017 9:59 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 76105
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
You caused item explosions. LOTS of item explosions.Fixed removed item age tracking which was broken by Factorio .15 release. Unfortunately I had force the stack size of all "age-able" items to 1 to fix this..
- Fri Jun 09, 2017 8:43 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 76105
Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)
Hi withers,
are you still working on the mod? If not I would like to take the mod over and keep it up to date.
Ok, update.
The mods I listed as what I thought might be an issue were not, and I tested on a vanilla game to see and yes even on vanilla it refuses to replace recipes.
You can fix ...
are you still working on the mod? If not I would like to take the mod over and keep it up to date.
Ok, update.
The mods I listed as what I thought might be an issue were not, and I tested on a vanilla game to see and yes even on vanilla it refuses to replace recipes.
You can fix ...
- Fri Jun 09, 2017 7:33 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 76105
Re: [MOD 0.14.x] Wear and Tear (now with full automation)
I had an idea for how to run logistic robot failure.
On a set interval (maybe a randomised interval):
Get the number of active logistic robots.
Calculate the chance or number of logictic robot failures based on number active.
Scan roboports and run the 'robot failure actions' on inactive robots ...
On a set interval (maybe a randomised interval):
Get the number of active logistic robots.
Calculate the chance or number of logictic robot failures based on number active.
Scan roboports and run the 'robot failure actions' on inactive robots ...