Search found 9 matches

by Killili
Fri Jun 10, 2016 9:26 pm
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 67740

Re: Friday Facts #142 - Playtesting

So there was this long discussion about "if 0.13´will have tank wagons" maybe "the crane" is a liquid pump for trains.
by Killili
Fri Jun 03, 2016 4:52 pm
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 67735

Re: Friday Facts #140 - Soon

never understood why people always go in this F5 spamming hype train :roll: M-Hm. This. I have the forum on my feed, so get a notice when a thread is updated or created. Spam F5? Why? Unnecessary, wasteful. So basically you have automated your browser to spam requests for you while you do something...
by Killili
Fri Jun 13, 2014 11:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Logistic drones may not deliver 1 item to the user
Replies: 13
Views: 5585

Re: [0.10.0] Logistic drones may not deliver 1 item to the u

Well that is a good point, and maybe, there is easy solution to this too. It is quite radical, but it would make change overall. The priority for logistic robots, when they are looking for item to take would be Active provider chest Storage chest Passive provider chest In other words, storage chest...
by Killili
Tue Jun 10, 2014 3:41 pm
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Logistic drones may not deliver 1 item to the user
Replies: 13
Views: 5585

Re: [0.10.0] Logistic drones may not deliver 1 item to the u

i've been debating about posting this in bug reports as well. while not *strictly* a bug, it's one of the most annoying things ever, and seems like it could be a super easy fix to just make logistics deliveries to the player give him exact amounts only. Don't even need to pick a bot to carry less, ...
by Killili
Tue Jun 10, 2014 12:55 am
Forum: Resolved Problems and Bugs
Topic: [0.10.0] Logistic drones may not deliver 1 item to the user
Replies: 13
Views: 5585

[0.10.0] Logistic drones may not deliver 1 item to the user

Hi, i have 1 roboport in my player logistic slots but the drones keep delivering 4 ports to me when i dont have any.

I have updated them to carry 4 itmes so the amount is possible but not needed.
Its an old save from 0.9.8.
by Killili
Sat Jun 07, 2014 4:28 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 348364

Re: [MOD 0.10.0] Treefarm v1.1.0

If i migrate a save from "v0.9.8 with Treefarm 1.0.4" to "v0.10 with Treefarm 1.1.0" it works just fine but the Biolab does not get activated because it was in a tech i already had. Fixed it like so: game.player.force.recipes["biolab"].enabled=true And i dont get the ne...
by Killili
Fri Jun 06, 2014 3:24 pm
Forum: General discussion
Topic: Version 0.10.0 (anticipation thread)
Replies: 21
Views: 9794

Re: Version 0.10.0 (anticipation thread)

Image
src: http://xkcd.com/303/

sry could not resist.
by Killili
Fri Jun 06, 2014 9:28 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 348364

Re: [MOD 0.9.8] Treefarm v1.0.4

My goal is to have everything templated and build by drones because if i have to craft something by hand it fells wrong ;) I fixed it by making Germlings stackable to 128, changing the recipie did not not work for some odd reason. So this is what my template for a 100% autocrafted Hydro-Farm looks l...
by Killili
Thu Jun 05, 2014 10:57 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 348364

Re: [MOD 0.9.8] Treefarm v1.0.4

Hi,

i looks like its not possible to craft a hydroculture in a factory, because i cant insert 100 germlings. Only 32 ( 1 stack? ) is allowed in the factorie slot.

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