get nuclear robots then you don't need to recharge them at all... EVER
As if bots weren't OP enough already
Search found 13 matches
- Fri Feb 02, 2018 10:00 pm
- Forum: Gameplay Help
- Topic: Help with current bottle neck, please!
- Replies: 7
- Views: 3659
- Sun Dec 24, 2017 9:25 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 365134
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...
- Mon Dec 18, 2017 2:54 pm
- Forum: Logistic Train Network
- Topic: Disable complete loading
- Replies: 3
- Views: 2404
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...
- Wed Dec 13, 2017 9:11 pm
- Forum: Logistic Train Network
- Topic: Way too much stuff delivered
- Replies: 7
- Views: 3418
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...
- Wed Dec 13, 2017 6:31 pm
- Forum: Logistic Train Network
- Topic: Way too much stuff delivered
- Replies: 7
- Views: 3418
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 ...
- Tue Dec 12, 2017 10:14 pm
- Forum: Logistic Train Network
- Topic: Way too much stuff delivered
- Replies: 7
- Views: 3418
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...
- Tue Dec 12, 2017 8:55 pm
- Forum: Logistic Train Network
- Topic: Way too much stuff delivered
- Replies: 7
- Views: 3418
Re: Way too much stuff delivered
So it turns out that we can remove the 2 second inacativity.
It's configurable in the mod settings. testing to see if this will do what i need now
It's configurable in the mod settings. testing to see if this will do what i need now
- Tue Dec 12, 2017 7:52 pm
- Forum: Logistic Train Network
- Topic: Way too much stuff delivered
- Replies: 7
- Views: 3418
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 ...
- Mon Apr 24, 2017 6:34 pm
- Forum: Duplicates
- Topic: [0.15.0] Crash on startup.
- Replies: 4
- Views: 1718
[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...
- 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: 4626
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 ...
- 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: 4626
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...
- Thu Sep 08, 2016 6:49 pm
- Forum: Mods
- Topic: [MOD 0.13] Alien Eggs - grow your own zoo
- Replies: 28
- Views: 24753
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...
- Thu Sep 08, 2016 4:53 pm
- Forum: Mods
- Topic: [MOD 0.13] Alien Eggs - grow your own zoo
- Replies: 28
- Views: 24753
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.
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.