I think that fluid flow mechanics changed a bit in 0.15.x as in my limited test it seemed larger pipes were transporting fluids faster .
I haven't done tests over longer distances as my testing was just repeating the tests from the thread over in the general topics forum .
http://i.imgur.com ...
Search found 60 matches
- Tue May 23, 2017 10:16 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 412003
- Thu May 04, 2017 4:07 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 412003
Re: [0.15.x] Bob's Mods: General Discussion
Well a slight word of warning about fuels that return things, as at the moment it is not possible to remove the results from vehicles with inserters so for example trains you can't fully automate them if you use a fuel that returns anything. The bug report is currently marked as a know issue, so it ...
- Fri Mar 04, 2016 7:33 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 238802
Re: Friday Facts #128 - Back down to earth
Well first off it is good to hear that things have been going well over on the steam front.
In regards to the loader, although in it's current state it is overpowered, I would really hate to see it not make it into the game in some form. I am salivating at the thought of what could be done with ...
In regards to the loader, although in it's current state it is overpowered, I would really hate to see it not make it into the game in some form. I am salivating at the thought of what could be done with ...
- Wed Jul 29, 2015 11:31 pm
- Forum: Duplicates
- Topic: [0.12.1] Seemingly Random Crash (Sound?)
- Replies: 3
- Views: 5718
Re: [0.12.1] Seemingly Random Crash (Sound?)
Nope I sadly don't have a good save from this crash as at the time I was running with auto saving set to once an hour and as I remember it, it was about 56 minutes since the last autosave and I had lost quite a bit of work at the time. I haven't had any crashes since that point in time so I don't ...
- Sat Jul 25, 2015 2:01 am
- Forum: Duplicates
- Topic: [0.12.1] Seemingly Random Crash (Sound?)
- Replies: 3
- Views: 5718
[0.12.1] Seemingly Random Crash (Sound?)
I really don't know how to better describe this crash, as it occurred seemingly at random and when it crashed all that I was doing was setting the recipe of an Assembling Machine MK II, which I had done a number of time prior with no issues.
The only clue that I have is that the log file mentioned ...
The only clue that I have is that the log file mentioned ...
- Thu Jul 23, 2015 10:09 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 483817
Re: [MOD 0.12.x] Natural Evolution v3.0.8 - All things Alien!
3.0.9 is still missing two instances of event.
Lines 98 and 99 both try and reference entity directly when it should be event.entity instead so I don't think orzelek's patch got fully implemented.
Never mind there is a little more missing than I had thought...
When an enemy spawner is destroyed ...
Lines 98 and 99 both try and reference entity directly when it should be event.entity instead so I don't think orzelek's patch got fully implemented.
Never mind there is a little more missing than I had thought...
When an enemy spawner is destroyed ...
- Wed Jul 22, 2015 1:42 am
- Forum: Not a bug
- Topic: [0.12] Searching for DyTech files in core of Factorio
- Replies: 3
- Views: 4317
Re: [0.12] Searching for DyTech files in core of Factorio
Just a note in regards to this:
This isn't just a case of windows vs non-windows treating file paths differently, which is what I thought of it when I first saw it as well. As a windows user I get the error as well when the path is in the zip form, but not when it is extracted, so that makes it all ...
This isn't just a case of windows vs non-windows treating file paths differently, which is what I thought of it when I first saw it as well. As a windows user I get the error as well when the path is in the zip form, but not when it is extracted, so that makes it all ...
- Fri Jan 09, 2015 7:00 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 44743
Re: Friday Facts #68 The trains
I've never played OpenTTD myself, but from how I understand it from reading it's wiki it would check signals immediatially after it and if any of them are green it would show green. IE if you had a train unloading area with 5 sidings each on their own block and then one presignal leading up to them ...
- Fri Jan 09, 2015 5:48 pm
- Forum: News
- Topic: Friday Facts #68 - The trains
- Replies: 55
- Views: 44743
Re: Friday Facts #68 The trains
I am looking forward to finally being able to try out some modded trains after this next update, and and really taking the time to invest in a siginificant railroad system as well as it is something that I have not put much effort into finishing at any point to date despite how much I enjoy trains.
- Sun Jan 04, 2015 9:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8][kovarex] Train stops with "no path" error
- Replies: 14
- Views: 14614
Re: Train stops with "no path" error
If I had to make a guess I would say that it is one of two things.
A) It is possible that you may be using the faster locomotives, I remember having issues with them going so fast that block themselves via the path finder.
B) What I think it may have happened in this case is that the train go ...
A) It is possible that you may be using the faster locomotives, I remember having issues with them going so fast that block themselves via the path finder.
B) What I think it may have happened in this case is that the train go ...
- Sat Jan 03, 2015 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: Power lines don't connect properly
- Replies: 17
- Views: 10522
Re: Power lines don't connect properly
What if i "want" them to remain separate?
Players might have separate power networks easily.
Well they way that I see it working I don't think that it would cause problems, now I don't know if this is how it is being solved, but this is how I would think to solve it while causing as minimal of ...
Players might have separate power networks easily.
Well they way that I see it working I don't think that it would cause problems, now I don't know if this is how it is being solved, but this is how I would think to solve it while causing as minimal of ...
- Tue Dec 23, 2014 5:12 am
- Forum: General discussion
- Topic: Did you know: you can board cargo wagons?
- Replies: 7
- Views: 3387
Re: Did you know: you can board cargo wagons?
And don't forget that if the cargo wagon is part of a train and the train is in manual mode you can also drive it manually from inside the wagon. The acceleration/breaking may be backwards depending on how the train is set up though.
- Tue Dec 23, 2014 1:04 am
- Forum: Releases
- Topic: Version 0.11.8
- Replies: 35
- Views: 50667
Re: Version 0.11.8
Well I do like the smaller file size, I finally upgraded my 0.11.6 world and it went from 11.7k to 3.1k. Now to see if there is anything broken or not.
- Tue Dec 23, 2014 12:49 am
- Forum: Pending
- Topic: [0.11.7-8][Windows 8.1]Map played in multiplayer not plyable
- Replies: 5
- Views: 5373
Re: [0.11.7-8][Windows 8.1]Map played in multiplayer not ply
Well testing on Win 8.1 x64 with the x64 zip and I am not able to reproduce, so it could be a package difference.
- Tue Dec 23, 2014 12:46 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.8] MultiplayerRandomConnections Test Failure/Crash
- Replies: 1
- Views: 1424
[0.11.8] MultiplayerRandomConnections Test Failure/Crash
Plain and simple I went to run the test to make sure my system was still passing all of them and ran into issues when when it went to run the Multiplayer/MultiplayerRandomConnections Of the 7 times that I have run the test it has passed once, failed 3 times, and completely crashed 3 other times. I ...
- Mon Dec 22, 2014 6:50 pm
- Forum: Modding help
- Topic: Something like getTrainStops() or event.onattack
- Replies: 3
- Views: 2196
Re: Something like getTrainStops() or event.onattack
I don't see a built in method to get the list of train stops as being the most useful in the long run as one would still need to do post processing work as it stands, for example the built in list is not able to differentiate what stop is on what list so for automated train routing one would need ...
- Mon Dec 22, 2014 4:04 pm
- Forum: Modding discussion
- Topic: Colored machines, pls less of them
- Replies: 18
- Views: 14496
Re: Colored machines, stop it! >:(
Well I am going to have to say that as it stands there is are two things that are holding back "realistic" graphics for machines and causing so many of them to be tints/recoloring of vanilla machines. First off you have the fact that creating a good looking machine that not only matches the scale ...
- Mon Dec 22, 2014 3:46 pm
- Forum: Modding help
- Topic: Something like getTrainStops() or event.onattack
- Replies: 3
- Views: 2196
Re: Something like getTrainStops() or event.onattack
There is nothing that give's you a list of all the train stops on the map, so you are going to have find them manually. That said you should only ever have to use findentitiesfiltered once, when the mod is first initialized in oninit. game.getchunks() will tell you all the about all the chunks that ...
- Fri Dec 19, 2014 9:07 pm
- Forum: General discussion
- Topic: Laser Turrets and their Speed Upgrades
- Replies: 17
- Views: 7610
Re: Laser Turrets and their Speed Upgrades
Well I haven't done any empirical tests to see if lasers shoot any faster when it doesn't show any bonus speed listed, so I don't know if it is just a display issue or not. That said there is a typo in the display of extra turret firing speed. All other bonus have a space before the '+' and it doesn ...
- Fri Dec 19, 2014 1:51 am
- Forum: General discussion
- Topic: Laser Turrets and their Speed Upgrades
- Replies: 17
- Views: 7610
Re: Laser Turrets and their Speed Upgrades
So I just took a few minutes to play around with this in sandbox on my modded setup and it looks to most likely be a display issue. With DyTech-Warefare installed and all techs researched for the basic laser I have "Shooting speed: 3+ 2", and looking at DyTech-Warefar's turrets and technologies they ...