Search found 8 matches

by Shadefang
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 ...
by Shadefang
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?
by Shadefang
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 ...
by Shadefang
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?
by Shadefang
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 ...
by Shadefang
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 ...
by Shadefang
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 ...
by Shadefang
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 ...

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