I see. But shouldn't probability be like.... more constnt? Wouldn't it make any recipe with probability work wrong with high productivity also? Or it is only ore yield related?
Also i do think that it shouldn't be this way - this makes any use of probabilities in mining with high yield overly ...
Search found 35 matches
- Thu Apr 15, 2021 12:52 pm
- Forum: Not a bug
- Topic: Mining two ores from same patch cannot sustain ratio
- Replies: 4
- Views: 1918
- Thu Apr 15, 2021 10:38 am
- Forum: Not a bug
- Topic: Mining two ores from same patch cannot sustain ratio
- Replies: 4
- Views: 1918
Re: Mining two ores from same patch cannot sustain ratio
Here it is - coal to diamomd gives 2:1. Also added mod list and settings.
- Wed Apr 14, 2021 9:13 pm
- Forum: Not a bug
- Topic: Mining two ores from same patch cannot sustain ratio
- Replies: 4
- Views: 1918
Mining two ores from same patch cannot sustain ratio
Hello,
Then playing with infinite ore (never checked with finite) and high yield ore patch giving two ores (bob's coal or galena) gives results inconsistent with probability. Coal with diamond should be mined with ratio 100:1 (and miner gives speed as 23:0.2) but chest connected gets coal to ...
Then playing with infinite ore (never checked with finite) and high yield ore patch giving two ores (bob's coal or galena) gives results inconsistent with probability. Coal with diamond should be mined with ratio 100:1 (and miner gives speed as 23:0.2) but chest connected gets coal to ...
- Mon Apr 12, 2021 6:59 am
- Forum: Mods
- Topic: Request to revive AutoCraft
- Replies: 4
- Views: 1922
Re: Request to revive AutoCraft
Thank you very much.
- Mon Apr 12, 2021 6:58 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1688731
Re: Development and Discussion
Found a problem with Bob Ores (maybe you know about it already). I started playing with full suit of Angel and Bob and coal started giving diamonds. While ratio was 100:1 it was in fact giving it 1:1 in the box. And there was no way to disable it,
I had to deactivate all your mods, uncehk setting ...
I had to deactivate all your mods, uncehk setting ...
- Sun Apr 11, 2021 3:18 pm
- Forum: Mods
- Topic: Request to revive AutoCraft
- Replies: 4
- Views: 1922
Re: Request to revive AutoCraft
It can't - it can only go for 0.2 stacks at the minimum. And that can be too much.
- Sun Apr 11, 2021 10:58 am
- Forum: Mods
- Topic: Request to revive AutoCraft
- Replies: 4
- Views: 1922
Request to revive AutoCraft
Hello,
There was a great mod https://mods.factorio.com/mod/autocraft_revamped . I always use big stacks and HandyHands makes too much of items. Autocraft lets you specify how much of items you want and that is great. Can anybody revive it to 1.1?
There was a great mod https://mods.factorio.com/mod/autocraft_revamped . I always use big stacks and HandyHands makes too much of items. Autocraft lets you specify how much of items you want and that is great. Can anybody revive it to 1.1?
- Mon Sep 07, 2020 6:41 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 535175
Re: pY Raw Ores Discussion
My issue is with warmer brick production for hot air. I set up coke oven gas with temp of exactly 500 Celsius going in there and there it just sits and does nothing. Regenerator fluid box is full saying it is a coke oven gas of 500Celsius and yet its red and nothing happens....
Nevermind. Seems ...
Nevermind. Seems ...
- Fri Aug 14, 2020 7:52 am
- Forum: Technical Help
- Topic: Mod is redownloaded on update
- Replies: 4
- Views: 1466
Re: Mod is redownloaded on update
I had it downloaded for SE but not enabled. At some point i noticed that my bots started crashing and i checked the mod - it was enabled. I deleted it and it was ok for 2-3 game starts, but then bots started crashing again. Now i check it at start and the mod usually reappears after game update ...
- Wed Aug 12, 2020 10:22 am
- Forum: Technical Help
- Topic: Mod is redownloaded on update
- Replies: 4
- Views: 1466
Re: Mod is redownloaded on update
I have it loaded but not enebled. I am playing with full Pyanodon suite.... So loosing early bots is quite expensive... especially then it ruined half my buffer chests with tons of stuff in it
Then i disable it no mods turn red.
![Sad :(](./images/smilies/icon_e_sad.gif)
- Wed Aug 12, 2020 6:30 am
- Forum: Technical Help
- Topic: Mod is redownloaded on update
- Replies: 4
- Views: 1466
Mod is redownloaded on update
Hello,
I don't know if this is a feature, bit one of the mods is being redownloaded every time game update comes (i think it is related to update - 4th time in two weeks). I try to disable and delete it - and it just pops up again. The mod is robot attrition :
https://mods.factorio.com/mod/robot ...
I don't know if this is a feature, bit one of the mods is being redownloaded every time game update comes (i think it is related to update - 4th time in two weeks). I try to disable and delete it - and it just pops up again. The mod is robot attrition :
https://mods.factorio.com/mod/robot ...
- Mon Aug 03, 2020 3:50 pm
- Forum: Technical Help
- Topic: Game crashes on dabl_tap of 1 after ctrl+x
- Replies: 2
- Views: 1105
Re: Game crashes on dabl_tap of 1 after ctrl+x
So i shouldn't have bothered with mod archive
All i needed was - wait a little. But redoing half of that steel setup in PyAnodon 3 times was pretty .... frustrating...
![Smile :)](./images/smilies/icon_e_smile.gif)
- Mon Aug 03, 2020 3:43 pm
- Forum: Technical Help
- Topic: Game crashes on dabl_tap of 1 after ctrl+x
- Replies: 2
- Views: 1105
Game crashes on dabl_tap of 1 after ctrl+x
Hello,
Updated today to latest 18.41 version. Had 3 crashes already. As far as i can tell i happens then i try to cut a part of base (ctrl+x) and then to disable the cut tool go to fast tap 1+1 to release cursor (and do it very fast). It crashes after that (i am positive that 2 times i did that a ...
Updated today to latest 18.41 version. Had 3 crashes already. As far as i can tell i happens then i try to cut a part of base (ctrl+x) and then to disable the cut tool go to fast tap 1+1 to release cursor (and do it very fast). It crashes after that (i am positive that 2 times i did that a ...
- Thu May 07, 2020 2:13 pm
- Forum: PyMods
- Topic: Acetone production
- Replies: 1
- Views: 1522
Acetone production
Hello,
Then trying to build near endgame production of metals (tin especially) i found that you sometimes need acetone and only way to get it (outside tholins) is cumene process. It uses up a lot of resources, but there is a way of getting acetone from propene in real life. You can get it using ...
Then trying to build near endgame production of metals (tin especially) i found that you sometimes need acetone and only way to get it (outside tholins) is cumene process. It uses up a lot of resources, but there is a way of getting acetone from propene in real life. You can get it using ...
- Tue Apr 28, 2020 4:26 pm
- Forum: Modding help
- Topic: Entities withour recipe
- Replies: 1
- Views: 927
Entities withour recipe
Hello,
I used a mod called OmniPermute, which added variations to all liquid recipees, so that you can choose the one better suiting your needs here.
Well it stopped working on latest release, and now i need to repair all the assemblers and factories which had recipees from OmniPermute to the ...
I used a mod called OmniPermute, which added variations to all liquid recipees, so that you can choose the one better suiting your needs here.
Well it stopped working on latest release, and now i need to repair all the assemblers and factories which had recipees from OmniPermute to the ...
- Sun Apr 19, 2020 12:39 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 358097
Re: pY Alien Life - Discussion
Newest version solved the problem (i mean wow! that was fast)...
- Sun Apr 19, 2020 12:31 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 358097
Re: pY Alien Life - Discussion
Can't load saves with latest version of ALien Life
206.033 Error MainLoop.cpp:1202: Exception at tick 24485468: The mod Pyanodons AlienLife (1.5.7) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalienlife::on_nth_tick(30)
__pyalienlife ...
206.033 Error MainLoop.cpp:1202: Exception at tick 24485468: The mod Pyanodons AlienLife (1.5.7) caused a non-recoverable error.
Please report this error to the mod author.
Error while running event pyalienlife::on_nth_tick(30)
__pyalienlife ...
- Fri Apr 17, 2020 4:29 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 358097
Re: pY Alien Life - Discussion
So why do we even need this? I mean i would better use factorissimo and make tons of MK1 farms than go for MK2...
- Fri Apr 17, 2020 3:37 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 358097
Re: pY Alien Life - Discussion
Hello,
Is this intentional, that all the plants actualy have -1% to productivity, so fawogae plantation mk2 will have 40% of product lost? That makes it very ineffective to use at higher levels.
Is this intentional, that all the plants actualy have -1% to productivity, so fawogae plantation mk2 will have 40% of product lost? That makes it very ineffective to use at higher levels.
- Sun May 20, 2018 9:06 am
- Forum: Modding help
- Topic: Efficiency mod in 0.16
- Replies: 3
- Views: 1655
Re: Efficiency mod in 0.16
The problem is that it just modifies existing recipe. So maybe it just needs to assign a correct category to changed recipe, instead of going through all recipees?
Also for your fix do i need to create and put it into data.lua? I never mod myself but i lik to change mods for my liking, so i can ...
Also for your fix do i need to create and put it into data.lua? I never mod myself but i lik to change mods for my liking, so i can ...