Search found 7 matches

by Mad Mephit
Fri May 19, 2017 9:38 pm
Forum: Angels Mods
Topic: 3 way liquid splitters / molten iron
Replies: 2
Views: 2141

Re: 3 way liquid splitters / molten iron

I suspect that it is in fact broken, then, because when I had one hooked up (tank -> splitter -> 3 tanks beside a rail station), none of the tanks was getting a single drop; they were all staying empty.
by Mad Mephit
Thu May 11, 2017 6:50 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1528252

Re: Development and Discussion

Mad Mephit, your current version is 0.7.4 and you're updating straight to 0.7.7? Please post your versions of refining, infiniteores and petrochem so I could be able to help you out. Two of those three I've already covered - Refining I've tried versions from 0.7.5 to 0.7.7 when upgrading from a sav...
by Mad Mephit
Thu May 11, 2017 5:41 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1528252

Re: Development and Discussion

Something seems to have broken in the transition from Refining 0.7.4 to current. With 0.7.5, as already reported in this thread, the game simply couldn't load without Petrochem: Failed to load mods: Error in assignID, item-subgroup with name 'petrochem-well-head' does not exist. Source: heavy-pump (...
by Mad Mephit
Sun May 07, 2017 3:21 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 383641

Re: [0.15.x] Bob's Mods: General Discussion

I think I'm following you, and that sounds about right; shifting the tier boundaries so the inserters don't advance nearly in lockstep. The ramp-up that comes from higher tiers giving more than one point of increase to stack inserters may still be good, but I can understand not having any of those u...
by Mad Mephit
Sun May 07, 2017 4:07 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 383641

Re: [0.15.x] Bob's Mods: General Discussion

Not an extra item, 2 extra items, since stack inserters start already with a 2 item capacity. The numbers I'm seeing in my game don't bear that out (more below). I think what you're saying is... although you suggested that the base games method was better... the issue is that the research is imbala...
by Mad Mephit
Sun May 07, 2017 2:29 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 383641

Re: [0.15.x] Bob's Mods: General Discussion

By the time you have ALL RESEARCH, sure. The problem is that they don't become useful until well after the inserters themselves can be researched. Stack inserters themselves only take green science, but with the first three tiers of science pack - red, green, AND blue - the bonuses are +3 for regula...
by Mad Mephit
Sun May 07, 2017 12:49 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 383641

Re: [0.15.x] Bob's Mods: General Discussion

Logistics seems to have made stack inserters largely useless. Whereas the vanilla game's single research track for inserter stack size ensures that stack will always be increasing faster than non-stack - sometimes by multiple units for research - with Bob's Logistics splitting them up, all the way t...

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