Search found 13 matches

by PurpleYouko
Fri Feb 02, 2018 10:00 pm
Forum: Gameplay Help
Topic: Help with current bottle neck, please!
Replies: 7
Views: 3369

Re: Help with current bottle neck, please!

get nuclear robots then you don't need to recharge them at all... EVER

As if bots weren't OP enough already
by PurpleYouko
Sun Dec 24, 2017 9:25 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326514

Re: [0.16.x] Bob's Mods: General Discussion

Hi Bob. I just noticed that your inserters don't show network wire connection graphics when I put wires on them in version 0.16.7. At first I thought it might be the game version itself so I tested on the vanilla inserters and they still show the red and green wires just fine. Just thought you shoul...
by PurpleYouko
Mon Dec 18, 2017 2:54 pm
Forum: Logistic Train Network
Topic: Disable complete loading
Replies: 3
Views: 2105

Re: Disable complete loading

The 2 second inactivity can be removed by unchecking the box in the mods setup window. I haven't had any luck disabling it in a previously saved game though. Having said that, if you build the stations in the right way then the 2 seconds of inactivity is really essential to make the train move on on...
by PurpleYouko
Wed Dec 13, 2017 9:11 pm
Forum: Logistic Train Network
Topic: Way too much stuff delivered
Replies: 7
Views: 2974

Re: Way too much stuff delivered

Filter inserters when wired can have their signal set to "set filter" to only move things you tell it to, which this does ;) With my new game I've got it working very nicely with filter inserters. What I was after though was to get it to work with Loaders, not inserters. Doesn't seem to b...
by PurpleYouko
Wed Dec 13, 2017 6:31 pm
Forum: Logistic Train Network
Topic: Way too much stuff delivered
Replies: 7
Views: 2974

Re: Way too much stuff delivered

Thanks for the reply My problem is that with my current build i can't tell it to stop loading or unloading. I'm not using inserters. I have my stations set up to load and unload with Bob's "Extremely Fast Loaders" That makes it a bit of a problem to control what gets loaded or unloaded at ...
by PurpleYouko
Tue Dec 12, 2017 10:14 pm
Forum: Logistic Train Network
Topic: Way too much stuff delivered
Replies: 7
Views: 2974

Re: Way too much stuff delivered

Actually it made no difference at all. Despite setting the mods configuration it STILL adds 2 second waiting for every stop. Additionally I now find that sometimes the train leaves the delivery station with some stuff still in it. Possibly if the station is full after the train delivers several hund...
by PurpleYouko
Tue Dec 12, 2017 8:55 pm
Forum: Logistic Train Network
Topic: Way too much stuff delivered
Replies: 7
Views: 2974

Re: Way too much stuff delivered

So it turns out that we can remove the 2 second inacativity. :D

It's configurable in the mod settings. testing to see if this will do what i need now
by PurpleYouko
Tue Dec 12, 2017 7:52 pm
Forum: Logistic Train Network
Topic: Way too much stuff delivered
Replies: 7
Views: 2974

Way too much stuff delivered

I'm just trying this out for the first time and I guess I must be doing something wrong. I set up my Red circuit production plant with a request for 50,000 plastic bars. The current level dropped and a train was sent out to pick up something like 47,000. Great I thought. A few seconds later another ...
by PurpleYouko
Mon Apr 24, 2017 6:34 pm
Forum: Duplicates
Topic: [0.15.0] Crash on startup.
Replies: 4
Views: 1483

[0.15.0] Crash on startup.

Windows 7. 64 bit Just upgraded to 0.15.0 Program crashes on startup with the following message. Value must be a dictionary in property tree at ROOT.other log: 0.002 2017-04-24 13:17:38; Factorio 0.15.0 (build 29027, win64, steam) 0.002 Operating system: Windows 7 Service Pack 1 0.002 Program argume...
by PurpleYouko
Wed Sep 14, 2016 1:52 pm
Forum: Won't fix.
Topic: [0.13.9] [Pending] "Units" sometimes disappearing after being placed
Replies: 12
Views: 4028

Re: [0.13.9] [Pending] "Units" sometimes disappearing after being placed

Thanks for the quick response Kyranzor. I wasn't complaining about the issue. I just found this thread and heard people saying that it was hard to reproduce the issue so I thought I would chime in with a reliable way to make it happen. My answer to the whole thing is just to visit the pen every now ...
by PurpleYouko
Mon Sep 12, 2016 1:38 pm
Forum: Won't fix.
Topic: [0.13.9] [Pending] "Units" sometimes disappearing after being placed
Replies: 12
Views: 4028

Re: [0.13.9] [Pending] "Units" sometimes disappearing after being placed

I've found a pretty reliable way to reproduce this issue. I have a single enemy biter spawner with a wall built around it at some distance then a bunch of laser towers set way back such that they hit the aliens just before they reach the inside of the wall. I have a droid guard station just inside t...
by PurpleYouko
Thu Sep 08, 2016 6:49 pm
Forum: Mods
Topic: [MOD 0.13] Alien Eggs - grow your own zoo
Replies: 28
Views: 23306

Re: [MOD 0.13] Alien Eggs - grow your own zoo

I think it would be nice to be able to automate it for the purpose of farming. Possibly have it reset the charging cycle if the power is interrupted by means of a power switch in a logic circuit. Even better allow us to connect wires to it and have it output/input true or false so that we can read i...
by PurpleYouko
Thu Sep 08, 2016 4:53 pm
Forum: Mods
Topic: [MOD 0.13] Alien Eggs - grow your own zoo
Replies: 28
Views: 23306

Re: [MOD 0.13] Alien Eggs - grow your own zoo

This might seem like a silly question but how do you reset the egg heater?
The only way I can hatch anything is to remove it and then replace it. then it stays on for 10 seconds before turning off again.

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