Came here through factorioprints.
Quick question, if you don't mind... what's the advantage of using loader redux?
Using it over what? Or vanilla? Loaders have a higher throughput than most inserter configurations, especially without any capacity research, also they have a filter function when ...
Search found 46 matches
- Sun Jan 07, 2018 1:27 pm
- Forum: Mods
- Topic: [MOD 1.1] Loader Redux
- Replies: 132
- Views: 90851
- Sun Dec 31, 2017 11:31 am
- Forum: Mods
- Topic: [MOD 0.13.x] Assembly Zero 0.1.3
- Replies: 11
- Views: 7236
Re: [MOD 0.13.x] Assembly Zero 0.1.3
Just a heads up that I submitted a pull request on github to fix Assembly Machines X and Z not allowing modules to be inserted. Though they did have module_slots specified, neither of them had the "allowed_effects" property, without which the game doesn't know what modules should be allowed, and so ...
- Sat Dec 30, 2017 11:04 pm
- Forum: Bob's mods
- Topic: [Fixed - Broken Map] No UI for Chemical Furnace .16
- Replies: 7
- Views: 3653
Re: [Fixed - Broken Map] No UI for Chemical Furnace .16
I just had the same bug happen to me after the game got updated, dunno if it happened on 9/10 or 10/11 but it did today.
Starting a new game fixes the issue, but that's not really a good workaround
Starting a new game fixes the issue, but that's not really a good workaround

- Tue May 02, 2017 11:10 am
- Forum: Multiplayer
- Topic: Unofficial Factorio Troll/Griefer Database
- Replies: 240
- Views: 191065
Re: Unofficial Factorio Troll and Griefer Database (FTGD)
http://imgur.com/a/B4CeU Tanthony set the whole base to be autodeconstructed, seeing the rest of the base he must have really put effort into it, gigantic base (arumba vanilla) almost everything on deconstruct, lucky we don't have that many construction bots but some idiot added everything to the ...
- Thu Apr 27, 2017 1:10 pm
- Forum: Duplicates
- Topic: [0.15] BLueprint library crash on: "BlueprintRecord::isAvailable"
- Replies: 7
- Views: 4248
Re: [0.15] BLueprint library crash on: "BlueprintRecord::isAvailable"
This needs to be fixed, there are people abusing this as a potential attack vector to crash servers as a way of ultimate grief
also there should be an option to exclude players from blueprint list or only let them show up after a certain online time, to minimise gui problems/performance stuff
also there should be an option to exclude players from blueprint list or only let them show up after a certain online time, to minimise gui problems/performance stuff
- Thu Apr 27, 2017 12:47 pm
- Forum: Multiplayer
- Topic: Unofficial Factorio Troll/Griefer Database
- Replies: 240
- Views: 191065
Re: Unofficial Factorio Troll and Griefer Database (FTGD)
http://imgur.com/a/Yts5J
Arterion came in, removed pumps, walked around
Zrafe saw him first
after being called out by Everyone shortly after joining the server (A different one than yesterday) Zrafe started investing himself properly
doesn't change however that Everyone saw him griefing and called ...
Arterion came in, removed pumps, walked around
Zrafe saw him first
after being called out by Everyone shortly after joining the server (A different one than yesterday) Zrafe started investing himself properly
doesn't change however that Everyone saw him griefing and called ...
- Wed Apr 26, 2017 10:23 pm
- Forum: Multiplayer
- Topic: Unofficial Factorio Troll/Griefer Database
- Replies: 240
- Views: 191065
Re: Unofficial Factorio Troll and Griefer Database (FTGD)
Hi, Mr. Ditto just griefed on our servers, destroyed several generator layouts and even admitted to it before I could speak my concerns that it must have been him because I saw him running on the map from that reactor to the other.
http://imgur.com/a/JMuhs
here is the picture of him admitting it ...
http://imgur.com/a/JMuhs
here is the picture of him admitting it ...
- Tue Aug 16, 2016 6:06 am
- Forum: Off topic
- Topic: Factorio as a mobile game would be nice
- Replies: 6
- Views: 4282
Re: Factorio as a mobile game would be nice
Hmm, I dunno why this hasn't come up, but factorio would need to change quite a bit to be able to run on mobile systems somewhat well and only vanilla has reasonable ram usage but also only in early to mid stage games, unless you rush through to 'win' with mods all that changes a lot.
Map sizes ...
Map sizes ...
- Mon Aug 15, 2016 8:21 pm
- Forum: Mods
- Topic: [MOD.12.29] Smart Splitter
- Replies: 20
- Views: 18418
Re: [MOD.12.29] Smart Splitter
If you want faster smartsplitter you need to go to control.lua and change stuff here
--if game.tick % 5 == 0 then
if game.tick % 3 == 0 then
for set_no, set in pairs(global.sspl.splitSets) do
for sp_no, splitter in pairs(set.splitters) do
if splitter.valid then
local scanArea = GetScanArea ...
--if game.tick % 5 == 0 then
if game.tick % 3 == 0 then
for set_no, set in pairs(global.sspl.splitSets) do
for sp_no, splitter in pairs(set.splitters) do
if splitter.valid then
local scanArea = GetScanArea ...
- Mon Aug 15, 2016 9:20 am
- Forum: Mods
- Topic: [MOD 0.14] Sticky notes - leave notes or signs on the map
- Replies: 81
- Views: 42080
Re: [MOD 0.13] Sticky notes - leave notes on the map
nice, finally i can put links for my brain on the map and don't have to forget the other 20 things I needed to urgently do while fixing something else
- Mon Aug 08, 2016 1:47 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 377945
Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.3.1
For some reason bio industry nitrogene and bobplates nitrogene are not compatible in my save anymore, I wonder if it's due to different order (a-b vs a-g) or different temperature (100 vs -196)
anyway trying out making it the same now
and from what I can see the weirdest thing is that the ...
anyway trying out making it the same now
and from what I can see the weirdest thing is that the ...
- Sun Aug 07, 2016 2:59 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 377945
Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.3.1
For some reason bio industry nitrogene and bobplates nitrogene are not compatible in my save anymore, I wonder if it's due to different order (a-b vs a-g) or different temperature (100 vs -196)
anyway trying out making it the same now
and from what I can see the weirdest thing is that the bobplates ...
anyway trying out making it the same now
and from what I can see the weirdest thing is that the bobplates ...
- Sat Aug 06, 2016 6:22 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 305942
Re: [MOD 0.12.x] The Fat Controller. Remote train manager 0.4.19
I think there is an incompability with either Shuttle mod or some other train mod since 19, I guess because of a shared variable or something similar, would you mind adding a similar option including something to change names and designate specific trains as shuttle? =) it's completely okay if you ...
- Sat Aug 06, 2016 5:38 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Assembly Zero 0.1.3
- Replies: 11
- Views: 7236
Re: [MOD 0.13.x] Assembly Zero 0.1.3
thanks a lot, fixed it and changed the way sprites and animations are donejdtunn wrote:Gif of bug: https://imgur.com/01jD76S
ahh no introduced a new bug, fixing the settings now

fixed as well, was off by one pixel in the entities.lua
- Fri Aug 05, 2016 2:26 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514597
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.5
Thanks! due to that i noticed that I was a version behind or two found itTheSAguy wrote:There is in the config:Code: Select all
NE.Burning_Buildings = true -- When an entity is destroyed, it will catch fire.
- Fri Aug 05, 2016 1:30 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514597
Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.5
Could you by chance add a config option for the fire use?
I find it too hard to deal with or tell me where to disable it?
I find it too hard to deal with or tell me where to disable it?
- Wed Aug 03, 2016 3:49 pm
- Forum: Mods
- Topic: [dead] Wagons: More train stuff
- Replies: 140
- Views: 106493
Re: [dead] Wagons: More train stuff
Thanks for the permission to do that, I tried to run it with some dirty edits but got lost on some missing type definition i can't decipher properly (it might affect all wagons) but after fixing a few errors it seemed that quite a lot of stuff wouldn't need to be touched since it didn't throw errors ...
- Wed Aug 03, 2016 2:11 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Assembly Zero 0.1.3
- Replies: 11
- Views: 7236
Re: [MOD 0.13.x] Assembly Zero 0.1.3
I'm having trouble with the error 'Error in AssignID, item with name 'steel-gear-wheel' does not exist'. I get it upon starting the game so in effect I cannot start factorio anymore.
I'm seeing '{"steel-gear-wheel", 3}' in the recipe for 'assembling-machine-x' but no definition of any steel gear ...
I'm seeing '{"steel-gear-wheel", 3}' in the recipe for 'assembling-machine-x' but no definition of any steel gear ...
- Tue Aug 02, 2016 7:56 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1640897
Re: Bugs & FAQ
ah damn, so no more gems en masse
i have a bug that if i try to run angels infinite ores without refining that it has problems about item conoction about one of bobs ores i think
i have a bug that if i try to run angels infinite ores without refining that it has problems about item conoction about one of bobs ores i think
- Tue Aug 02, 2016 3:21 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1640897
Re: Bugs & FAQ
I have this weird bug that all ore refining only gives red and blue geodes so I don't know how to produce those other gems, any help?