Search found 9 matches

by Wexler
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.
by Wexler
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...
by Wexler
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...
by Wexler
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...
by Wexler
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...
by Wexler
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...
by Wexler
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...
by Wexler
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...
by Wexler
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...

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