Search found 7 matches
- 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.
- 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...
- 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 (...
- 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...
- 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...
- 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...
- 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...