
Search found 19 matches
- Sat Jul 14, 2018 10:20 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1597026
Re: Bugs & FAQ
So... why are air filters polluting more than flare stacks? 

- Sun Apr 01, 2018 8:16 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 359113
Re: Foreman 0.1.9 - A factory optimisation tool.
Will need an update now cause they moved from mod-settings.json to mod-settings.dat and Foreman is looking for the old file and thus cant load mods properly.
- Thu Oct 13, 2016 3:20 am
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 171
- Views: 687728
Re: Accumulator / Solar panel ratio
Is there a sheet that would allow me to enter the value of the panel and accumulator to calculate the ratio?
Reason I ask is Bob's power have different levels of them.
Reason I ask is Bob's power have different levels of them.
- Tue Sep 20, 2016 9:25 am
- Forum: Angels Mods
- Topic: (0.3.1) Angel's Ores - Bobs Ores Flowcharts
- Replies: 10
- Views: 17888
Re: (0.3.1) Angel's Ores - Bobs Ores Flowcharts
Any chance you could merge these into printable A4 size images? Would be very nice to have 

- Wed Sep 14, 2016 4:19 am
- Forum: Balancing
- Topic: The personal laser defense
- Replies: 33
- Views: 19275
Re: The personal laser defense
Old thread but still...
Why is this thing not scaling with laser turret damage and shooting speed?
Could be balanced that way?
This thing is just completely useless in late game vs behemoths.
Why is this thing not scaling with laser turret damage and shooting speed?
Could be balanced that way?
This thing is just completely useless in late game vs behemoths.
- Tue Sep 13, 2016 4:01 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 348873
Re: [MOD 0.14.3] Robot Army. 0.2.3
Lagging:
http://steamcommunity.com/sharedfiles/filedetails/?id=762897063
Not lagging:
http://steamcommunity.com/sharedfiles/filedetails/?id=762897254
Map:
http://steamcommunity.com/sharedfiles/filedetails/?id=762897165
Think I might have solved some of the problem at least. I believe I am at the ...
http://steamcommunity.com/sharedfiles/filedetails/?id=762897063
Not lagging:
http://steamcommunity.com/sharedfiles/filedetails/?id=762897254
Map:
http://steamcommunity.com/sharedfiles/filedetails/?id=762897165
Think I might have solved some of the problem at least. I believe I am at the ...
- Sun Sep 11, 2016 11:10 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 348873
Re: [MOD 0.14.3] Robot Army. 0.2.3
After playing some more and watching their behavior I think it is the AI that is getting confused.
I added a mod that makes the tree hitbox very small and I've burned down most of the trees where they appeared to get stuck.
They still went crazy going back and forth about half way between the ...
I added a mod that makes the tree hitbox very small and I've burned down most of the trees where they appeared to get stuck.
They still went crazy going back and forth about half way between the ...
- Sat Sep 10, 2016 4:56 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 348873
Re: [MOD 0.14.3] Robot Army. 0.2.3
Thinking about it they may have gotten confused by stuck squad members. At least some of the squads were divided and I found like 2-3 of the members inside forests.
I've tried and used anywhere from 10 to 25 for squad size. Anything less than 25 now and they get slaughtered quite fast by the ...
I've tried and used anywhere from 10 to 25 for squad size. Anything less than 25 now and they get slaughtered quite fast by the ...
- Sat Sep 10, 2016 2:03 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 348873
Re: [MOD 0.14.3] Robot Army. 0.2.3
Noticed at one point the game lagged a lot. Found that I had probably 100+ terminators that appeared confused about half way between the alien bases and the assembler.
Had to pick them all up manually. Not even a rally flag would make them move.
Had to pick them all up manually. Not even a rally flag would make them move.
- Fri Sep 09, 2016 10:41 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 348873
Re: [MOD 0.14.3] Robot Army. 0.2.3
Tried to change settings around a bit, but it appears to have no effect 

- Fri Sep 09, 2016 3:34 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 348873
Re: [MOD 0.14.3] Robot Army. 0.2.3
Having issues with the settings module and retreat size. The squads never return to get reinforced, but continue to fight and eventually die.
I am playing with RSO and maxed aliens, both base size and frequency.
I am playing with RSO and maxed aliens, both base size and frequency.
- Wed Aug 03, 2016 4:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.12] Factorissimo and Robot Army
- Replies: 21
- Views: 11365
Re: [0.13.12] Factorissimo and Robot Army
Yep, worked perfectly.
After first crash I was not able to play more than 5 minutes before crashing again.
With the dev build I played for over an hour with no issues or error messages :)
Edit:
Unfortunately there are issues deploying robots currently. It will give an error and exit the game to ...
After first crash I was not able to play more than 5 minutes before crashing again.
With the dev build I played for over an hour with no issues or error messages :)
Edit:
Unfortunately there are issues deploying robots currently. It will give an error and exit the game to ...
- Wed Aug 03, 2016 2:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.12] Factorissimo and Robot Army
- Replies: 21
- Views: 11365
Re: [0.13.12] Factorissimo and Robot Army
Well my saves are not working. Crashes with same error after 5 minutes at most.
Really do not want to star over yet again...
Really do not want to star over yet again...
- Wed Aug 03, 2016 12:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.12] Factorissimo and Robot Army
- Replies: 21
- Views: 11365
Re: [0.13.12] Factorissimo and Robot Army
Is there anything I should not do to avoid the crash? I played for a long time with both mods and no crashes so there must be a specific thing?
- Tue Aug 02, 2016 7:08 pm
- Forum: Duplicates
- Topic: [13.13] Crash on: "(24): FollowPathBehavior::FollowPathBehavior"
- Replies: 1
- Views: 1167
[13.13] Crash on: "(24): FollowPathBehavior::FollowPathBehavior"
0.003 2016-08-02 19:28:00; Factorio 0.13.13 (build 23721, win64, steam)
0.003 Operating system: Windows 7 Service Pack 1
0.003 Program arguments: "C:\Games\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.003 Read data path: C:/Games/Steam/steamapps/common/Factorio/data
0.003 Write data ...
0.003 Operating system: Windows 7 Service Pack 1
0.003 Program arguments: "C:\Games\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe"
0.003 Read data path: C:/Games/Steam/steamapps/common/Factorio/data
0.003 Write data ...
- Sun Jul 17, 2016 3:37 pm
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 151986
Re: Configuration & usage
Nice to know its fixed now Choumiko, thanks!
@ Nexela
I tried placing the chain signal in all three locations possible :)
Got it working when i found a post about moving the tracks a bit ;)
Noticed it refused to lay the second line when driving on an already made line as soon as I got to a ...
@ Nexela
I tried placing the chain signal in all three locations possible :)
Got it working when i found a post about moving the tracks a bit ;)
Noticed it refused to lay the second line when driving on an already made line as soon as I got to a ...
- Sun Jul 17, 2016 4:58 am
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 151986
Re: Configuration & usage
FARL refuses to accept a horizontal track with signals out the outside. Keeps moaning about placing he chain signal facing north which it is.
Like so: SR P RC
S = Signal
R = Rail
P = Pole
C =Chain
I've tried with the chain signal om both outer sides but not accepted. Moving both to inside works ...
Like so: SR P RC
S = Signal
R = Rail
P = Pole
C =Chain
I've tried with the chain signal om both outer sides but not accepted. Moving both to inside works ...
- Wed Jul 06, 2016 1:18 pm
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 102751
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
Maybe if you call it .40 it will work?
- Wed Jul 06, 2016 11:59 am
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 102751
Re: [MOD 0.12.+|0.13] ModuleInserter 0.1.4
For some reason I am unable to update the mod from .35 to .4 with the games built in update mod function. Worked fine with other mod updates so far.
Had to manually delete old and redownload.
Had to manually delete old and redownload.