Search found 20 matches
- Thu Mar 08, 2018 11:55 pm
- Forum: Angels Mods
- Topic: Is there a fix to the Uranium Mining + Sulfuric Acid Problem
- Replies: 10
- Views: 5307
Re: Is there a fix to the Uranium Mining + Sulfuric Acid Problem
The only time Uranium should be enabled with Angel's Ores/Refining is if you don't have Bob's Ores/Plates. In addition to Saphirite, Stiratite, Jivolite, and Crotinnium, you should be seeing red Rubyte and brownish Bobmonium patches if you have the proper Bob's mods enabled. If you definitely have ...
- Thu Mar 08, 2018 3:59 am
- Forum: Angels Mods
- Topic: Is there a fix to the Uranium Mining + Sulfuric Acid Problem
- Replies: 10
- Views: 5307
Re: Is there a fix to the Uranium Mining + Sulfuric Acid Problem
By default, you should have Saphirite, Stiritite, Jivolite, Crotinnium, Bobmonium, Rubyte (the six Angel's Ores) and coal (which I had forgotten). You can make all the ores from those. They don't all show in the starting zone, but they should show up some place and you shouldn't have anything else....
- Thu Mar 08, 2018 12:37 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1415697
Re: Bugs & FAQ
Silicon ore might be named Quartz ore on the search mods since thats the original Bob's name for it. Easiest way to get silicon is sorting chunks or use the second tier cupric recipe which does need lubricant. Yes, I played a number of games with Bob's before, and none of those ores exist exist in ...
- Thu Mar 08, 2018 12:04 am
- Forum: Angels Mods
- Topic: Is there a fix to the Uranium Mining + Sulfuric Acid Problem
- Replies: 10
- Views: 5307
Re: Is there a fix to the Uranium Mining + Sulfuric Acid Problem
arbarbonif wrote:You should only have the 6 Angel's ores. All the Bob's/Vanilla ores should be obtained through the various processing steps in Angel's.
On my map is
Coal
Saphirite
Stiritite
Jivolite
Crotinnium
Uranium
So, I have 6....
- Wed Mar 07, 2018 7:45 pm
- Forum: Angels Mods
- Topic: Is there a fix to the Uranium Mining + Sulfuric Acid Problem
- Replies: 10
- Views: 5307
Re: Is there a fix to the Uranium Mining + Sulfuric Acid Problem
arbarbonif wrote:Why do you have uranium if you have the angel's ores? By default you would get uranium from processing the angel ores. Is this a map from an old save/version?
No, this is an updated version. I have bobs ores as well. I guess I have to disable the option for uranium ore then?
- Tue Mar 06, 2018 3:17 am
- Forum: Angels Mods
- Topic: Is there a fix to the Uranium Mining + Sulfuric Acid Problem
- Replies: 10
- Views: 5307
Is there a fix to the Uranium Mining + Sulfuric Acid Problem
Specifically, you cannot place a drill on a place that produces infinite ores that contain Uranium and Saphirite because Saphirite Infinite Ores requires the new Sulf Acid and Infinite Uranium will not accept Sulf Acid (new) but instead needs to be converted to old Sulf Acid. So.....if I place a Dri...
- Sun Feb 04, 2018 6:01 pm
- Forum: Logistic Train Network
- Topic: What is "Locked Slots per Wagon" and "Train composition"?
- Replies: 28
- Views: 25739
Re: What is "Locked Slots per Wagon" and "Train composition"?
I am still actively looking for a tutorial or an explanation on how to properly use "Encoded position #" 's Check the demo map and my post 12 posts above yours https://forums.factorio.com/viewtopic.php?f=214&t=52471#p306857 I appreciate the reply. After going through that, I still can...
- Sat Feb 03, 2018 9:44 pm
- Forum: Logistic Train Network
- Topic: What is "Locked Slots per Wagon" and "Train composition"?
- Replies: 28
- Views: 25739
Re: What is "Locked Slots per Wagon" and "Train composition"?
Merged into existing topic about train composition. Please use forum search before starting new threads. Thanks. I did use a search and searching for how "encoded position" doesn't result in anyone explaining how they work it just results in people saying "use encoded positions"...
- Sat Feb 03, 2018 3:13 am
- Forum: Logistic Train Network
- Topic: What is "Locked Slots per Wagon" and "Train composition"?
- Replies: 28
- Views: 25739
How does Encoded Position # work?
I've gathered how most other output signals work, but encoded position isn't working right or I don't understand it. I have a requester station that I have set the output to say Encoded Position of PetroChem Oil Tank Wagon # 2 I am under the impression that this means I need a train where this speci...
- Sat Feb 03, 2018 2:33 am
- Forum: Angels Mods
- Topic: Gas Trains can Load Liquids?
- Replies: 2
- Views: 1625
Re: Gas Trains can Load Liquids?
Ok that makes sense. I didn't know the gas was counted as a liquid.
- Sat Feb 03, 2018 2:15 am
- Forum: Angels Mods
- Topic: Gas Trains can Load Liquids?
- Replies: 2
- Views: 1625
Gas Trains can Load Liquids?
The PetroChem Gas Trains are able to load liquids....intended?
Also, Liquid Trains can load gas...
Also, Liquid Trains can load gas...
- Tue Jan 30, 2018 7:16 pm
- Forum: Logistic Train Network
- Topic: How do you deal with leftover materials?
- Replies: 13
- Views: 10689
Re: How do you deal with leftover materials?
If the train loads 1000 and only 900 are needed your setup is wrong. LTN loads only as much as needed. What about trains that take longer than 5 minutes (I haven't found a way to up this at 5 minutes seems to be the max) and then get re-routed back to the depot with materials still left in it? Woul...
- Mon Jan 29, 2018 7:47 pm
- Forum: Logistic Train Network
- Topic: How do you deal with leftover materials?
- Replies: 13
- Views: 10689
How do you deal with leftover materials?
Let's say I have a train that picks up 1k coal then heads to a station and only unloads 900. It then goes back to the depot with coal still in it and LTN tells it to go pick up iron plates. I know I can use filters so only iron plates are unloaded, but how is everyone handling the lingering 100 coal...
- Mon Jan 29, 2018 7:43 pm
- Forum: Logistic Train Network
- Topic: Can't get LTN To work! Depots Not Sending Trains w/pictures
- Replies: 3
- Views: 4300
Re: Can't get LTN To work! Depots Not Sending Trains w/pictures
Thanks. I had no idea there was a threshold set already in the options (I didn't even know it had options TBH)
It fixed everything
It fixed everything
- Mon Jan 29, 2018 4:46 am
- Forum: Logistic Train Network
- Topic: Can't get LTN To work! Depots Not Sending Trains w/pictures
- Replies: 3
- Views: 4300
Can't get LTN To work! Depots Not Sending Trains w/pictures
I have tried everything. I mimic what Nilaus does in his videos and for whatever reason, the yellow light won't come on and send a train. The mod even tells me that it can't find a site that carries Crushed Stone and yet it's right there hooked up exactly like in the videos Here's a picture of my pr...
- Mon Jul 18, 2016 12:52 am
- Forum: Gameplay Help
- Topic: Can't spawn items anymore?
- Replies: 3
- Views: 1848
Re: Can't spawn items anymore?
I think you need some () love /c game.player.insert({name="train-stop", count=50}) OMG thank you! everywhere I looked there was never any (). in fact, if you leave out the () and change the name to iron-ore it works. but for some reason on train stops you need the (). Thanks a million!
- Mon Jul 18, 2016 12:40 am
- Forum: Gameplay Help
- Topic: Can't spawn items anymore?
- Replies: 3
- Views: 1848
Re: Can't spawn items anymore?
also
/c game.player.insert{name="train-stop", count=50}
doesn't work either, but that doesn't give any error messages like the above code does. Any help?
/c game.player.insert{name="train-stop", count=50}
doesn't work either, but that doesn't give any error messages like the above code does. Any help?
- Mon Jul 18, 2016 12:32 am
- Forum: Gameplay Help
- Topic: Can't spawn items anymore?
- Replies: 3
- Views: 1848
Can't spawn items anymore?
I'm trying the following code:
/c game.local_player.insert{name="train-stop", count=50}
and I'm getting an error message that local_player is not a valid key. Can anyone help?
/c game.local_player.insert{name="train-stop", count=50}
and I'm getting an error message that local_player is not a valid key. Can anyone help?
- Sun Jul 17, 2016 9:11 pm
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 61617
Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !
How about a dynamic sampling rate chosen at any time in the GUI? Yes. good idea Qon ! I'm actually implementing an option window to lighten the main window. So it will be integrated in that window. But I won't be able to go to the 1-tick frequency used by bottleneck : with the size of my base and m...
- Sun Jul 17, 2016 5:53 pm
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 61617
Re: [MOD 0.13.X] EfficienSee : optimise your mega-factory !
Error:
Error while running the event handler: __EfficienSee__/control.lua:914: Unknown gui element type: scroll-pane
Probably something to do with other mods I have. Get the same error with all 3 versions.
Error while running the event handler: __EfficienSee__/control.lua:914: Unknown gui element type: scroll-pane
Probably something to do with other mods I have. Get the same error with all 3 versions.