I'm getting basically this error when trying to run petrochem under 16.51
https://mods.factorio.com/mod/angelspet ... 00093c5cdb
Is there a workaround to fix this error?
Search found 100 matches
- Sat Aug 25, 2018 8:27 am
- Forum: Angels Mods
- Topic: 16.51 Petrochem - Error in assingID
- Replies: 0
- Views: 1183
- Sun Aug 02, 2015 1:15 pm
- Forum: Combinator Creations
- Topic: Combinator FACTORIO sign
- Replies: 16
- Views: 52048
Re: Combinator FACTORIO sign
Thats nice but I want lamps that change their color/intensity based on the value of a specified signal.
- Fri Jul 31, 2015 1:39 pm
- Forum: Balancing
- Topic: [Fixed 0.12.2] B.Inserters not starting with enough energy
- Replies: 6
- Views: 13031
Re: [0.12.1] Burner Inserters not starting with enough energy
I didn't see any burner inserter change or fix in 0.12.2, did this make it in?
- Thu Jul 23, 2015 7:17 am
- Forum: Show your Creations
- Topic: Factorio Computer
- Replies: 45
- Views: 33963
Re: Factorio Computer
Combinator devices like this are in several posts already, not least of which twinsen's scrolling factorio sign save file which was made public before yours.
- Thu Jul 23, 2015 7:09 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 60345
Re: Combinator Contraptions
I'd really like for lights to be able to change color according to the value of a signal.
- Wed Jul 22, 2015 7:35 pm
- Forum: Gameplay Help
- Topic: Linking Logistic Network and Combiantors
- Replies: 1
- Views: 3508
Re: Linking Logistic Network and Combiantors
no, logistics network cant feed into combinators with or without, the chests that feed signals to the logistics network, can also provide signals to a combinator/circuit network if they are connected through cables.
- Wed Jul 22, 2015 3:33 pm
- Forum: Combinator Creations
- Topic: Combinator FACTORIO sign
- Replies: 16
- Views: 52048
Re: Combinator FACTORIO sign
After some long reverse engineering and without any prior circuit building experience, I managed to recreate the contraption and spell something on it: http://youtu.be/UogYVk6pFW0 Again thanks for the save Twinsen! Edit: I do have a question. Why does Twinsens design have 2 arithmetic converts that ...
- Tue Jul 21, 2015 12:53 pm
- Forum: Implemented Suggestions
- Topic: Visuals for Combinators
- Replies: 17
- Views: 26193
Re: Visuals for Combinators
I agree some visual aids would be very useful indeed because reverse engineering a circuit design by the tangle of wires everywhere is a bit difficult. In the meantime, the side of the combinator closest to the sign (ie. ">" or "=", etc) is the output. I suppose that's how you co...
- Tue Jul 21, 2015 7:29 am
- Forum: Combinator Creations
- Topic: Combinator FACTORIO sign
- Replies: 16
- Views: 52048
Re: Combinator FACTORIO sign
this is 1 billion gazillion times awesome, thanks Twinsen!
- Mon Jul 20, 2015 9:40 am
- Forum: Combinator Creations
- Topic: [0.12] Combinator Use & Abuse
- Replies: 8
- Views: 20360
Re: [0.12] Combinator Use & Abuse
I was thinking that perhaps we could hold on to trains by emptying them of fuel and only refilling them later on when we want them to continue, using combinators. However trains retain a bit of fuel from their last unit of fuel consumed, can we solve that somehow?
- Sun Jul 19, 2015 11:20 am
- Forum: Combinator Creations
- Topic: [0.12] Combinator Use & Abuse
- Replies: 8
- Views: 20360
Re: [0.12] Combinator Use & Abuse
Before trying to replicate what you made, I'd only made a series of lights that light up sequantially as an input gets higher until it resets and starts over. <Interlude + Music> I have it working for 3 digits and any more digits should be no problem. I'm wondering, are the first 10 DCs of a block r...
- Sat Jul 18, 2015 9:45 pm
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 82966
Re: Friday Facts #88 - Combinators
Is there a chance we can have the save file with the factorio scrolling sign?
- Sat Jul 18, 2015 3:36 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 146193
Re: Version 0.12.0
No, turrets are 100,000x better now and 50,000x more ammo efficient.
- Sat Jul 18, 2015 1:20 pm
- Forum: Gameplay Help
- Topic: Combinator Logic
- Replies: 5
- Views: 7997
Re: Combinator Logic
That makes sense, it seems that combinators take 1 tick to update upon meeting any circuit condition. Even lights turn on 1 tick after their condition is met.
- Sat Jul 18, 2015 11:25 am
- Forum: News
- Topic: Friday Facts #88 - Combinators
- Replies: 129
- Views: 82966
Re: Friday Facts #88 - Combinators
I made an array of lights that turn on at different signal quantities, and it is on a loop.
http://youtu.be/vLLZLqXDURI
That may give you an idea.
Edit: switched in a clearer demo vid.
http://youtu.be/vLLZLqXDURI
That may give you an idea.
Edit: switched in a clearer demo vid.
- Sat Jul 18, 2015 9:42 am
- Forum: Gameplay Help
- Topic: Combinator Logic
- Replies: 5
- Views: 7997
Combinator Logic
Hi all, I've made this tiny combinator circuit here: http://youtu.be/vLLZLqXDURI In it you see it functioning but not entirely in the way I expected, ie. it works but I don't understand why. The left hand combinator in a feed back loop keeps on adding 1 onto the "0" signal. When it gets to...
- Fri Jul 17, 2015 7:08 pm
- Forum: Show your Creations
- Topic: Factorio Computer
- Replies: 45
- Views: 33963
Re: Factorio Computer
How about a game of tick tac toe?
- Fri Jul 17, 2015 4:12 pm
- Forum: Technical Help
- Topic: Cant upgrade to .12
- Replies: 5
- Views: 5120
Re: Cant upgrade to .12
thanks!
- Fri Jul 17, 2015 3:41 pm
- Forum: Technical Help
- Topic: Cant upgrade to .12
- Replies: 5
- Views: 5120
Cant upgrade to .12
While updating it froze then crashed and now it say's there are no updates. I've reinstalled and it still thinks there are no updates for 0.11.22, and experimental updates are turned on in options.
- Fri Jul 10, 2015 8:44 am
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 46412
Re: Friday Facts #93 - Furious Finish
probably about 8 hours to go before release.