Search found 35 matches

by Voidedfactory
Mon Oct 12, 2020 4:06 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

In what order do inserters unload the cargo of chests if multiple items are held in a single chest? Is it the item slot furthest down (aka most recent)? Yes, to put it simply. THe only times it won't is if A.) It's a filter inserter whose filter(s) isn't/aren't the most recent item but is/are items...
by Voidedfactory
Fri Oct 09, 2020 6:07 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

Hi guys - this is a bit of a weird one - for me, at least!! Have searched the forums and wiki etc. but haven't been able to find an answer, and it's bugging me... I just "lost" 1500 or so purple science flasks by ctrl-left clicking on them in my inventory, whilst not having a container open or sele...
by Voidedfactory
Tue Oct 06, 2020 2:21 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

I definitely need a lot of pure water because I need to have a lot of floatation cells in order to have a full belt of the product. A full blue belt needs almost 40 of them at the highest level.
by Voidedfactory
Tue Oct 06, 2020 6:01 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

So I should have a tank at the start of the line (where my production is, at every ending to an UG pipe, perhaps to a tank at the other end (with another pump leading out), and then spread out pumps at every instance I can along the line (perhaps before and after every split to the buildings) as wel...
by Voidedfactory
Mon Oct 05, 2020 5:30 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

I've been having trouble keeping my pipes full of water after the one directly in front of a pump on the line. I know it's really effective in filling up fluid wagons and such, but is it at all helpful for shuttling liquids down your bus line? Or should there maybe only be one at the origin of the f...
by Voidedfactory
Thu Oct 01, 2020 8:36 am
Forum: Modding help
Topic: Updating Xerus's Mining+ mod to .18/1.0
Replies: 7
Views: 463

Re: Updating Xerus's Mining+ mod to .18/1.0

Has there been any luck? Any chance of finding a mod that gives the old graphics and maybe making it a dependency for this mod, perhaps? I don't know how much effort went into the models for the adv. and elite drills besides recoloring (and resizing for the elite), so I'm not sure if it'd be faster ...
by Voidedfactory
Wed Sep 16, 2020 7:53 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

I have very few Mods installed, but yes I have "Bottleneck" I think that is probably the explanation, except I can't even find the info from the ' Bottlenesk" web site :) From the main menu, you can go Settings>Mod Settings> Map, and look for the header for BOttleneck. It'll give you a list of vari...
by Voidedfactory
Mon Sep 14, 2020 9:04 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652282

Re: Development and Discussion

I"m having a bit of a conundrum regarding nuggets and pebbles. I'm noticing that all of the sorting recipes--crushed, chunks, crystals, and pure--all have excess nuggets and not enough pebbles to go with it. There is a recipe to crush ore into pebbles, but it takes two to make four pebbles, and that...
by Voidedfactory
Thu Sep 10, 2020 10:24 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652282

Re: Development and Discussion

I checked pollution production, and yeah, that shows nothing. However, I do have biters enabled. I guess I missed a mod settings or pre-game settings option to turn on pollution? Might have to do with biter expansion and such being disabled by default, too. I don't think I changed those when I start...
by Voidedfactory
Thu Sep 10, 2020 4:13 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652282

Re: Development and Discussion

I've noticed an oddity with the pollution button on the map mode while playing, namely that I don't see any pollution at all when I toggle it. I don't really know if this is an ANgel's issue or not (as far as I can tell, Angel's doesn't mess with that stuff), but it's kinda hard to tell how soon I'm...
by Voidedfactory
Thu Sep 10, 2020 7:10 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

Im planning in mid game to configure a train line with attached large power poles, roboports, lights and red/green wires - is there a ideal setup? A BP known to anyone? If running vanilla - what possibilities exist to ram through wood with the help of the on board roboport? First advice: Do not mak...
by Voidedfactory
Thu Sep 03, 2020 6:46 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

First time player, I have been playing on this world for about 7-8 hours and i cannot for the life of me find oil, i have like 4 radars set up, i have gotten in my car and run into random directions but i have yet to find anything the weirdest thing is that that i have an abundance of copper iron s...
by Voidedfactory
Thu Sep 03, 2020 7:59 am
Forum: Modding help
Topic: Updating Xerus's Mining+ mod to .18/1.0
Replies: 7
Views: 463

Re: Updating Xerus's Mining+ mod to .18/1.0

Small bump. Also specified the mod in the title, which will hopefully make it easier for anyone to know what I mean instead of a vague "update this random mod, plz!" As I said at the start, I'm not a coder or a modder, and I'd rather not risk accidentally fucking up the mod while trying to get this ...
by Voidedfactory
Thu Sep 03, 2020 4:08 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652282

Re: Development and Discussion

Why the hell are certain prerequisites not properly connected? There are several reasons for that. Primarily because Angel's mods don't follow the vanilla recipe design philosophy. [snip] Additionally, as kingarthur already said: Angel's mods are not one mod that you can optimize until everyone is ...
by Voidedfactory
Sat Aug 22, 2020 4:59 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652282

Re: Development and Discussion

While I'm waiting for another mod of mine to get an update from the community since it's original creator is a bit behind (and he left it open for someone else to update it in his mod portal), I thought about just starting with Angel's mods (not ANgel's and Bob's, that's a bit too much). And now, I ...
by Voidedfactory
Tue Aug 18, 2020 4:44 am
Forum: Modding help
Topic: Updating Xerus's Mining+ mod to .18/1.0
Replies: 7
Views: 463

Re: Updating a mod to .18/1.0

Changed the title to the most recent version. I have a save I'm on right now that I want to try and finish before I move on to a new on if at all possible (although, in some fairness I could just start a new one for a different scenario since Mining+ only starts being helpful closer to the mid-game,...
by Voidedfactory
Sat Aug 15, 2020 9:44 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

I would need to use combinators, then, I assume? You may be surprised how much you can do without needing any combinators. This is mainly because you set a condition, similar to a decider combinator, directly on a controlled entity like an inserter. More complex requirements certainly need them, bu...
by Voidedfactory
Sat Aug 15, 2020 1:00 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

However, one thing I haven't yet understood (and feel like I didn't explain properly) is how to limit the number of robots available to be used within the network, not just the number in the network itself, if that makes sense. A roboport with a circuit connection can be set to signal the available...
by Voidedfactory
Fri Aug 14, 2020 2:47 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1283
Views: 175732

Re: Simple Questions and Short Answers

I do recall being able to open up assemblers, furnaces, etc. from the map menu (although I also recall only being able to do so if I had raw ore or some kind of intermediate item), but I honestly couldn't tell you if that was in the base game or if that was based on a mod. Which is a shame because I...
by Voidedfactory
Fri Aug 14, 2020 2:29 pm
Forum: Modding help
Topic: Updating Xerus's Mining+ mod to .18/1.0
Replies: 7
Views: 463

Re: Updating a mod to .17

Wow, I think I forgot about updating on the two drills. Suffice to say, they don't work since there isn't a slot for miners anymore. But, with the upgrade to .18/1.0, kingarthur's compatibility fix is out of date. If I could, I'd like to request an update for .18 as well now that it's officially out...

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