Search found 9 matches
- Sun Jul 23, 2017 11:20 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 228327
Re: [MOD 0.15] Upgrade planner
After updating today I can no longer remove trees by having a Raw Wood -> Deconstruction planner entry. On 0.15.
- Fri Jul 21, 2017 10:49 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1438837
Re: Bugs & FAQ
My MK2 electric poles are all showing as "materials not available" in my crafting pane, even though i do have the required materials on hand. The problem seems to be the tinned copper wire. If I craft some tinned copper wire, I'm then able to craft the electric poles - but they won't autom...
- Fri Jul 21, 2017 4:08 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1438837
Re: Bugs & FAQ
How do people deal with the steam output from cooling towers? The steam doesn't seem to work with a clarifier or flare stack, so I've been feeding steam turbines with it. This works fine, except the steam from the final cooling step isn't hot enough. So i mix all the steam output from the 3 steps, a...
- Wed Jul 05, 2017 8:42 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 181224
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
Loving the mod, have been using it extensively with bobs+angels, and not had any issues except this one. http://i.imgur.com/2EPFrfS.jpg For purified Jivolite sorting, Helmod is saying the Floatation Cell stage generates 900 Fluoric Waste Water per second, and that the Leaching Plant stage requires 9...
- Sat Jul 01, 2017 9:25 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 327132
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4
23775.801 Script interface.lua:53: [LTN] LTN Bob1Out ON Request station train limit reached: 1(1) 23775.801 Script interface.lua:53: [LTN] LTN OreSort UNLOAD B Request station train limit reached: 1(1) You limited provider and requester to 1 train. Once that train is sent out no more trains are all...
- Fri Jun 30, 2017 5:34 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 327132
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4
Sorry to double post - but I came over a separate issue that i wanted to ask about. I'm playing with Angel's ores, and have two ore-sorting outposts set up. Station Bob1Out sorts Bobmonium into (uranium-ore, bauxite-ore, cobalt-ore, quartz, tin-ore, zinc-ore) and station Saph1Out sorts Saphirite int...
- Fri Jun 30, 2017 5:17 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 327132
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4
I'd either use two stops with different request thresholds or use one decider per item set to if item <= -desired then item = input count. Two stops would be easier for sure - but trying to keep it compact. As described, setting a decider to filter the input until it's large enough doesn't help - m...
- Wed Jun 28, 2017 4:54 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 327132
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4
I'm wondering if someone has come up with a nice way to deal with a requester that needs a small amount of one type of item, and a large amount of another? My example is an outpost that requires ore (in large volumes, say 30k) and water barrels (which only stacks to 10, so I can't request 30k and ha...
- Sun Jun 11, 2017 2:31 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 327132
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.2
I'm having the same issues as mentioned above - the built in "output" combinator doesn't output anything except the locomotive/cargo wagons in requester stations. Jobs are being created just fine, and in the provider station i see the output corresponding to the amounts in the job, which i...