Search found 8 matches
- Tue Apr 09, 2019 9:07 am
- Forum: Gameplay Help
- Topic: Robots Inactive train condition
- Replies: 3
- Views: 1955
Re: Robots Inactive train condition
I do play with bob's/angel's, and also tested it with https://mods.factorio.com/mods/Optera/VehicleGrid which as far as I can tell does nothing more than add grids to vehicles that accept player armor equipment. Not in vanilla, but with that mod or bob's vehicle equipment installed the condition ...
- Mon Apr 08, 2019 10:28 pm
- Forum: Gameplay Help
- Topic: Robots Inactive train condition
- Replies: 3
- Views: 1955
Robots Inactive train condition
Not sure if this belongs here, bugs, or suggestions.
With the .17 change that disables roboports in a automatic trains, is there any way to actually make use of the 'robots inactive' train condition?
With the .17 change that disables roboports in a automatic trains, is there any way to actually make use of the 'robots inactive' train condition?
- Fri Apr 05, 2019 5:29 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 50845
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
As I said, mostly just throwing out suggestions, and if the ratios want you to produce lower tier fuels as well I have no issue with it. My issue comes from the plutonium production of reprocessing being in perfect ratio to the rest of the products, leading to a situation where to use the excess ...
- Tue Apr 02, 2019 3:45 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 178
- Views: 85495
Re: [MOD 0.16] Inventory Sensor 1.6.6
Would it be possible to have the sensor detect if there is a player in the vehicle?
- Mon Apr 01, 2019 8:22 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 50845
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
ill get on the change this week, im still on 0.16 for now.
...
I'm on 0.17, so the version difference could be where the issue stems from. The changes you made did fix the thorium generation issue, but the rest of the numbers for my ratios are the same.
Trying to use all the byproducts vs ...
- Sun Mar 31, 2019 2:44 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 50845
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
...
In the mean time, would you prefer that it has the 5 cells in the feed, and the output scaled to match, or for the thorium cost of the cell to 31(ish)?
overall i'd say 5 cells in the feed, to avoid random pointless differences.
Also at the moment just changing the input to 5 used cells ...
- Wed Mar 20, 2019 1:02 am
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 50845
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
Please tell me if this was the wrong thread to post this in.
The advanced thorium nuclear fuel reprocessing only takes 1 used cell as opposed to 5 in all the other reprocessing recipes, and this seems to lead to a chain of infinitely producing thorium.
19 thorium -> 10 cells -> 30 thorium (3 ...
The advanced thorium nuclear fuel reprocessing only takes 1 used cell as opposed to 5 in all the other reprocessing recipes, and this seems to lead to a chain of infinitely producing thorium.
19 thorium -> 10 cells -> 30 thorium (3 ...
- Wed Feb 21, 2018 5:18 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 635956
Re: [MOD 0.14] AAI Programmable Vehicles
I got this error as well:
"Error while running event aai-programmable-vehicles::on_tick (ID 0)_ _ aai-programmable-vehicles _ _/control.lua:1043: bad argument #-1 to 'remove' (string expected, got nil)"
Looking at the line it points to matches what I've seen, that this happens when a vehicle runs ...
"Error while running event aai-programmable-vehicles::on_tick (ID 0)_ _ aai-programmable-vehicles _ _/control.lua:1043: bad argument #-1 to 'remove' (string expected, got nil)"
Looking at the line it points to matches what I've seen, that this happens when a vehicle runs ...