Search found 6 matches
- Mon Feb 15, 2021 10:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.21] Wall ghosts increase size of tree/rock they are placed on
- Replies: 5
- Views: 3625
Re: [posila] [1.1.21] Wall ghosts increase size of tree/rock they are placed on
It was hard to convey what was specifically the repair turret's fault or base games fault, so I erred on the side of reporting what I could figure out in vanilla only. After all, the construction robot seemed happy to idle above the wall ghost, so I didnt initially consider the item destruction to b...
- Fri Feb 12, 2021 6:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.21] Wall ghosts increase size of tree/rock they are placed on
- Replies: 5
- Views: 3625
Re: [1.1.21] Wall ghosts increase size of tree/rock they are placed on
Id generally agree, but is it intended for the ghost to be increasing collision size, and not the actual built wall itself?
Id agree its a general nonissue, but due to some weird priorities it is causing issue with limited scenarios where items are trying to be placed and fail in specific orders.
Id agree its a general nonissue, but due to some weird priorities it is causing issue with limited scenarios where items are trying to be placed and fail in specific orders.
- Fri Feb 12, 2021 2:34 am
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.21] Wall ghosts increase size of tree/rock they are placed on
- Replies: 5
- Views: 3625
[posila] [1.1.21] Wall ghosts increase size of tree/rock they are placed on
I ran into a small bug using repair turrets - https://mods.factorio.com/mod/Repair_Turret/discussion/6025e367a3c551e82b3db34e It turns out, this is a vanilla issue. A wall blueprint on a tree or a rock has a large collision box, preventing placement of other walls next to the blueprint. This picture...
- Wed Jul 06, 2016 1:24 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 170475
Re: [0.13.x] Bob's Mods: General Discussion
I posted a couple of links in an above post - It is possible, just.. only in weird setups. Only in a horizontal line of pipes with boilers attached directly to the pipes facing north or south did I get it to work properly.
- Wed Jul 06, 2016 1:17 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 170475
Re: [0.13.x] Bob's Mods: General Discussion
bobmods.config.power.boiler1 = {burner = {effectivity = 0.5}, energy_consumption = "390kW"} bobmods.config.power.boiler2 = {burner = {effectivity = 0.6}, energy_consumption = "520kW"} bobmods.config.power.boiler3 = {burner = {effectivity = 0.7}, energy_consumption = "700kW&...
- Tue Jul 05, 2016 11:46 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 170475
Re: [0.13.x] Bob's Mods: General Discussion
The problem is that 6 mk2 boilers shouldnt be the limit for a single pipe. As far as I understand, theres a couple things to keep in focus: One offshore pump pulls 60 water/s One mk1 steam engine drains 6 water/s 60 water/s requires (and carries?) 5100mw of power Those things extend to everything el...