Search found 34 matches
- Sun Apr 28, 2019 11:10 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 127183
Re: [MOD 0.16] Bulk Rail Loaders
I've been using these as a "dirty hack" for the fact that the ships in the Cargo Ships mod are bonking HUGE, and as such, take intolerably long to un/load with just inserters (even max-bonus stax). however, because the Boat in that mod is much smaller, the Secret Inserter that BRL uses sometimes ...
- Sat Mar 23, 2019 12:23 am
- Forum: Mods
- Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
- Replies: 41
- Views: 32795
Re: [MOD 0.12.x][0.0.2] Programmable Controllers
-pokes dead thread- is OP still maintaining this? latest GIT activity is over a year ago
- Mon Mar 11, 2019 8:49 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 127183
Re: [MOD 0.16] Bulk Rail Loaders
Had a thought: the Cargo Ships mod ( https://mods.factorio.com/mod/cargo-ships ) has HUUUUUGE inventories for the ships, which are reskinned trains. due to a gap in the API, any train can run on any track, or in this case, ships can run on train tracks - AND on Bulk Rail Un/Loaders. It's possible to ...
- Sun Oct 21, 2018 12:21 am
- Forum: Mods
- Topic: Exploration Mode
- Replies: 30
- Views: 18315
Re: Exploration Mode
well Bob's Ores has integration into RSO, so it spawns its ores using the RSO rules; I turned off all other ores except cobalt and quartz. it might be beneficial to match internal names with Bob's for occasions like this. the main difference is that instead of the vanilla 50-stack ores I get Bob's ...
- Sun Oct 14, 2018 8:36 am
- Forum: News
- Topic: Friday Facts #264 - Texture streaming
- Replies: 108
- Views: 54732
Re: Friday Facts #264 - Texture streaming
one thing I can say after playing Warframe, is "Don't be afraid to make the streaming visible" it is VERY visible when you switch 'frames in the inventory that it's streaming the body mesh and textures even after it's drawn onscreen. I can't see it being intrusive to take a few moments longer for ...
- Wed Oct 10, 2018 3:57 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 167971
Re: [MOD 0.16.x] Modular Armor Revamp
Bug: when you get in an Airplane (aircraft mod) and go into your base with Conduits in your armor, it does a weird something where it maxes out the drain on the power network, blacking out everything else and not actually charging your batteries. recovery is by popping one Conduit out of the armor ...
- Thu Oct 04, 2018 6:51 am
- Forum: Mods
- Topic: Exploration Mode
- Replies: 30
- Views: 18315
Re: Exploration Mode
I'm getting a collision between Alternative Oil Processing and Flow Control or Advanced Underground Piping (either-both are affected), it throws the following error during loading :
https://i.imgur.com/9ZIQhqi.png
Eta: getting a crash on load from TechSpec, chasing down the collisison, will ...
https://i.imgur.com/9ZIQhqi.png
Eta: getting a crash on load from TechSpec, chasing down the collisison, will ...
- Mon Jul 30, 2018 10:34 pm
- Forum: Mods
- Topic: [MOD 0.17.69+] Solarthermal Energy
- Replies: 4
- Views: 3727
Re: [MOD 0.16.36+] Solarthermal Energy
Figuring out the best ratios for Mk3 Solarthermal has been a bit of a minor adventure, I'm enjoying experimenting with it all
- Sun Jul 22, 2018 3:52 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 48109
Re: [MOD 0.16.x] Whistle Stop Factories
will refineries retroactively spawn where they otherwise would in already-explored land? and is there a command to re-trigger spawning?
- Tue Jul 17, 2018 6:33 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 58437
Re: [MOD 0.16] Vehicle Wagon 1.2.5
I think I've found a bug in either this mod or the AAI mod.
I am currently running the AAI mods in conjunction with bobs and angels and I have found a problem when trying to get my car onto a transport wagon.
I am not in the car nor am in the train, but when i have the winch tool in my hand, and ...
I am currently running the AAI mods in conjunction with bobs and angels and I have found a problem when trying to get my car onto a transport wagon.
I am not in the car nor am in the train, but when i have the winch tool in my hand, and ...
- Mon Jul 16, 2018 9:18 am
- Forum: Mods
- Topic: Exploration Mode
- Replies: 30
- Views: 18315
Re: Exploration Mode
A bit more in-depth description of each mod separately would be welcome - what buildings do they add, what kind of progression is there within the mod, what vanilla item/stats does it affect, etc. I'm specifically looking at Outpost Power to fill out the huge gap in tech from boiler-steam to nuclear
- Fri Jul 06, 2018 4:06 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 68725
Re: Friday Facts #250 - Dead end conclusion
still not a fan of the toolbelt becoming a Linkbar UNLESS the main inventory is expanded to compensate, adding 10 slots for every row of toolbelt slots
- Wed Jul 04, 2018 5:21 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 48109
Re: [MOD 0.16.x] Whistle Stop Factories
Disable all, and then add them back one at a time with Whistle Stop turned on - it didn't take long because it was at the top of the list
. glad I could give you exactly the information you needed to solve it

- Tue Jul 03, 2018 12:16 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 48109
Re: [MOD 0.16.x] Whistle Stop Factories
so when both AAI Industries and the Newest (0.0.5) Whistle Stop Factories are both installed, WSF throws the following error during loading -
Failed to load mods: __WhistleStopFactories__/data-final-fixes.lua:10: __WhistleStopFactories__/scripts/recipeSetup.lua:139: attampe to concatenate local ...
Failed to load mods: __WhistleStopFactories__/data-final-fixes.lua:10: __WhistleStopFactories__/scripts/recipeSetup.lua:139: attampe to concatenate local ...
- Mon Jul 02, 2018 10:55 pm
- Forum: Mods
- Topic: Exploration Mode
- Replies: 30
- Views: 18315
Re: Exploration Mode
any word on an update here? this is exactly what I've been looking for to interim between steam to nukes
- Sat May 05, 2018 8:29 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Concreted Rail Tracks
- Replies: 40
- Views: 44873
Re: [MOD 0.12.11+] Concreted Rail Tracks
This doesn't work with the Rail Block Visualisation - is there any easy way to fix that?
- Fri Jan 12, 2018 6:25 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 480000
Re: Friday Facts #225 - Bots versus belts (part 2)
I would normally argue very strongly against "weight" mechanics, but as a limitation on bots, in this specific instance...it might make the most sense.
Factorio 2: Good luck moving asteroids, ye tiny droids!
perhaps have the maximum cargo size reduce bot speed by 1/3 or so? idk, I generally use ...
Factorio 2: Good luck moving asteroids, ye tiny droids!
perhaps have the maximum cargo size reduce bot speed by 1/3 or so? idk, I generally use ...
- Fri Jul 07, 2017 5:24 pm
- Forum: News
- Topic: Friday Facts #198 - Rail segment visualisation
- Replies: 116
- Views: 77802
Re: Friday Facts #198 - Rail segment visualisation
4-colour theorem says that you should only need four different (hopefully harmonising) colours to display any such rail-markers.
If you can find four nice colours, that go well together without circus effects (e.g. pastelly or something), it should be easily do-able and you only have to worry ...
If you can find four nice colours, that go well together without circus effects (e.g. pastelly or something), it should be easily do-able and you only have to worry ...
- Fri Jun 23, 2017 5:42 pm
- Forum: News
- Topic: Friday Facts #196 - Back on track
- Replies: 42
- Views: 26548
Re: Friday Facts #196 - Back on track
I think it probably has to do with how the entire game is deterministic in absence of external inputs, combined with heavy optimisationschris13524 wrote:Why is all the code so closely coupled? Isn't it good design to loosely couple stuff? Especially between GUI and networking stuff, that sounds crazy.
- Thu May 04, 2017 6:40 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 392267
Re: [MOD 0.13.17+] Rampant - 0.15.4
I'm crossposting because I don't know whose code it would fall under but the Dumb Spitter Shots bypass Walls Block Spitters Mod, rendering my turrets vulnerable when I was expecting otherwise