Search found 72 matches

by Nilaus
Thu Jun 13, 2019 6:40 am
Forum: Won't fix.
Topic: [posila] [0.17.48] Window capture in OBS not working (dxgi-presentation-model)
Replies: 12
Views: 5887

Re: [posila] [0.17.48] Window capture in OBS not working (dxgi-presentation-model)

Lets not start solving a technical problem by asking streamers like Anti to "why don't you just..." ;)

I have just tested Game Capture vs. Window Capture and get the same result i.e. works with Game, doesn't work with Window. Luckily I only use Game Capture...
by Nilaus
Wed Sep 05, 2018 3:20 pm
Forum: Ideas and Requests For Mods
Topic: Limiting maximum electric power
Replies: 6
Views: 2443

Limiting maximum electric power

Hi
I was wondering if anyone know if it is possible to control the maximum electric power generated/used through a mod i.e. you cannot exceed 100 MW. This could be linked to tech or other triggers.
Thanks
by Nilaus
Sun Mar 04, 2018 8:46 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998795

Re: [0.15] Sea Block Pack 0.1.7

TeamX wrote: angelsindustries_0.1.0.zip
That mod is a broken alpha version I accidentally put on the google drive. You should remove it and it has nothing to do with Sea Block.
by Nilaus
Sat Feb 10, 2018 12:40 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 260344

Re: Stations & other LTN based designs

I am starting to convert my YouTube "Modular Megabase" to LTN and I thought that would be a good time to make a new simple tutorial of how it works.
Maybe this has interest for new players, if so you are of course welcome to link to it:
https://www.youtube.com/watch?v=U-TXRNQzL-U
by Nilaus
Tue Jul 11, 2017 6:49 pm
Forum: Logistic Train Network
Topic: Desyncs on large MP base
Replies: 2
Views: 1979

Desyncs on large MP base

Massive Desyncs after upgrading... On my community map we are playing a bit Bob/Angel/LTN map, which is heavily reliant on LTN. Today it has caused endless desyncs for us, which is a shame since this is a server run for 80 hours with many players contributing to it. I am now wondering if this is cau...
by Nilaus
Sun May 14, 2017 8:58 pm
Forum: Not a bug
Topic: Modded blueprints gets destroyed by non-modded games
Replies: 5
Views: 2343

Re: Modded blueprints gets destroyed by non-modded games

This was discussed during the blueprint library development and the current implementation was decided on. That means if you load a game anything in the blueprint storage that doesn't exist in the game is removed. Thanks for the fast response. I can't really see how that is a good solution under an...
by Nilaus
Sun May 14, 2017 7:01 pm
Forum: Not a bug
Topic: Modded blueprints gets destroyed by non-modded games
Replies: 5
Views: 2343

Modded blueprints gets destroyed by non-modded games

I realise that this may not be a "bug", but rather an unfortunate consequence of the current functionality, but from a user perspective it is a defect so I raise it here. I have a blueprint book full of nice advanced Bob/Angels/AAI blueprints that I use in my regular games. Sometimes howev...
by Nilaus
Tue Apr 25, 2017 7:53 pm
Forum: Combinator Creations
Topic: [AAI mod] - scanning through multiple zones with one scanner
Replies: 2
Views: 2832

Re: [AAI mod] - scanning through multiple zones with one scanner

Wow. This is really impressive. I still think this falls under the category of "I don't think I could figure this out" :) I've been experimenting with some counters that run sequentially through each type of ore, while this seems to go through each simultaneously for each value (of am I ge...
by Nilaus
Sun Apr 23, 2017 7:21 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14] Nilaus Lets Pack Mod Packs
Replies: 3
Views: 29180

Re: [0.14] Nilaus Lets Pack Mod Packs

derpumu wrote:Thanks for the mod list! If I can see that correctly, you did not list the Nanobots for Season 8, right?
Damn! I try really hard to keep this updated, but Nanobots missed :( I am using Nanobots in S8.
by Nilaus
Sat Apr 22, 2017 10:54 pm
Forum: General discussion
Topic: 0.15 pre-release to major mod makers!
Replies: 11
Views: 4719

Re: 0.15 pre-release to major mod makers!

ftbreizhbugs wrote:I am quite disappointed that most people dont play the vanilla factorio: its hard to find a good Youtube let's play that doesnt use bob/angels mod...
Don't worry about that. There will be a ton of YouTube Vanilla 0.15 lets plays next week (present company included) :)
by Nilaus
Sat Apr 15, 2017 1:23 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524764

Re: [MOD 0.14] AAI Programmable Vehicles

I have created 5 tutorial videos for Advanced Autonomous Industries and uploaded to YouTube. 1. Vehicles and Manual Commands https://youtu.be/paUEMY3lTyQ 2. Scanners and Controllers https://youtu.be/e93rbJmFTyU 3. Automatic Zone and Miner assignment https://youtu.be/z8zBhn4SBD0 4. Automatic Alien Se...
by Nilaus
Sat Apr 15, 2017 6:20 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277866

Re: [Mod 0.14] Logistic Train Network 0.10.2

Hi Optera

Is there a way to prevent the BIP! when you have Log level 2 enabled?
I'd like to see the messages in game, but I'd also like to avoid the excessive BIP! every couple of seconds.
I've looked through the config files, but cannot seem to find any reference to sounds.

Thanks
by Nilaus
Thu Apr 13, 2017 12:17 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52083

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

I haven't pushed any updates since the news of the 0.15 science pack restructure was announced. followed by all those other "This update will break your mods" posts. I am happy to hear that it is a conscious choice not to push updates. I was getting worried that you had vanished and left ...
by Nilaus
Mon Apr 10, 2017 7:02 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 524764

Re: [MOD 0.14] AAI Programmable Vehicles

Hi Earendel I love your mod and I want to love it even more if I can get the stupid vehicles to stop derping and starting executing the commands. I am building a lot of stuff using your mods in preparation for using them for my next series... However, I am having huge issues with the AI. I know you ...
by Nilaus
Tue Apr 04, 2017 7:30 pm
Forum: Combinator Creations
Topic: Help with expanding pattern
Replies: 7
Views: 4129

Re: Help with expanding pattern

I did it! Wow! That is so cool. I agree that it can probably be cleaned up a bit, but at least when the functionality is there it is easier to optimise it. I wanted to get back to this problem, but I've been creating a few Angels Mods tutorials in the mean time so this got put on the backburner. I'...
by Nilaus
Sat Apr 01, 2017 4:21 pm
Forum: Combinator Creations
Topic: I wonder what happens when I press this button...
Replies: 2
Views: 1973

Re: I wonder what happens when I press this button...

AndrewIRL wrote:Clicked on a video on April 1st, didn't get Rick rolled!

Impressive Nilaus, better than I expected.
Silly me, I never even thought of the timing.

I hate 1st of April... It makes no sense for me that dishonesty is ok on one day, so I usually lock myself inside and wait for it to pass...
by Nilaus
Sat Apr 01, 2017 12:45 pm
Forum: Combinator Creations
Topic: I wonder what happens when I press this button...
Replies: 2
Views: 1973

I wonder what happens when I press this button...

Here is a video I put together while testing mods and waiting for 0.15 for fun. It shows the combination of several automation mods that I am testing for my next playthough. https://youtu.be/eIPzMlBAF0Y Key automation mods: Recursive Blueprints: https://mods.factorio.com/mods/justarandomgeek/recursi...
by Nilaus
Tue Mar 28, 2017 7:17 pm
Forum: Combinator Creations
Topic: Help with expanding pattern
Replies: 7
Views: 4129

Re: Help with expanding pattern

* Only input is the iteration number If you insist on this, the answer is a complicated math formula that uses square roots and lots of rounding down. Rounding down is easy with combinators, but square roots are hard. Perfect answer! I had a feeling I was making it more difficult for myself than it...
by Nilaus
Tue Mar 28, 2017 3:37 pm
Forum: Combinator Creations
Topic: Help with expanding pattern
Replies: 7
Views: 4129

Help with expanding pattern

Hi crafty combinator programmers :) I've been working on an expanding pattern to use for Solar Panels and for automatic biter clearing, but I am having a hard time making this work. I feel this is a basic programming task, but it has been 10 years ago since I did any (shitty) programming. I hope som...
by Nilaus
Thu Mar 16, 2017 3:34 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277866

Re: [Mod 0.14] Logistic Train Network 0.9.6

+Optera I am still loving the mod, but I now have a problem with it that kind of breaks it for me. I mentioned it earlier, but didn't get a reply. It seems that once you have more than X (10?) things being requested that cannot be delivered then it goes into an infinite spamming loop of error messag...

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