could you please specify what the problem was you were fixing? im close to writing a bug report about some path finding and cant update myself.
if it fixed the problems we were having, i´d ask the server guy to upgrade the server
Search found 32 matches
- Thu May 03, 2018 1:02 pm
- Forum: Releases
- Topic: Version 0.16.41
- Replies: 28
- Views: 24677
- Mon Mar 12, 2018 8:20 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414840
Re: [0.16.x] Bob's Mods: General Discussion
If the grey belt was faster, say, 75% of current yellow instead of 50%, would that be better? plus other tweaks elsewhere.
And 13.33speed is the absolute minmum for me.
on a 2nd thought, 10i/s would be okISH, but ONLY if you add splitters & undies. Who wouldn´t use them, even at the very ...
- Mon Mar 12, 2018 7:54 pm
- Forum: News
- Topic: Friday Facts #233 - Wiki admin
- Replies: 23
- Views: 16842
Re: Friday Facts #233 - Wiki admin
Nice!
Now all he needs is an upgrade from Filter Inserter . Forum staff not as fast? :twisted:
my thoughts exactly :idea:
I think that just goes by post count, unless you're an admin, then you're an alien artifact.
Edit:
I was wrong.(well, more accurately, I missed one) Moderators are gear ...
Now all he needs is an upgrade from Filter Inserter . Forum staff not as fast? :twisted:
my thoughts exactly :idea:
I think that just goes by post count, unless you're an admin, then you're an alien artifact.
Edit:
I was wrong.(well, more accurately, I missed one) Moderators are gear ...
- Mon Mar 12, 2018 7:45 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414840
Re: [0.16.x] Bob's Mods: General Discussion
I heard that red and blue scale rather well. I've heard comments like "Oh my god, finally something to spend my Bronze and Aluminium on!" but I've also heard comments like "The increased aluminium usage kills my electrolysis ratios"
If the grey belt was faster, say, 75% of current yellow instead ...
- Mon Mar 12, 2018 7:30 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414840
Re: [0.16.x] Bob's Mods: General Discussion
an outright complaint about the cost isn't that useful, reduce the cost? Yeah... maybe...
Dont get me wrong, im am VERY grateful for people stepping up, creating such huge changes to a game
I could come up with a suggestion for this, like at least give back the 2x outcome, so the ratio is 3.33 ...
- Mon Mar 12, 2018 6:42 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414840
Re: [0.16.x] Bob's Mods: General Discussion
...tiny change ....
The mod AAI ....
Increasing a starting reciepe basicly everyone needs and uses, even people who need 100 hours for a rocket in vanilla, by a factor of 6.66 is not tiny.
To progress even close to what you are used to, you´d need a whole patch of Saphirite (assuming you add ...
The mod AAI ....
Increasing a starting reciepe basicly everyone needs and uses, even people who need 100 hours for a rocket in vanilla, by a factor of 6.66 is not tiny.
To progress even close to what you are used to, you´d need a whole patch of Saphirite (assuming you add ...
- Mon Mar 12, 2018 6:33 pm
- Forum: Logistic Train Network
- Topic: Problem when not all wagons should be loaded
- Replies: 11
- Views: 5211
Re: Problem when not all wagons should be loaded
To fill only one wagon in a 2 wagon train you could set it to 20. But then you might end up with only 10 stacks of item1 in wagon1 and 10 stacks of item2 in wagon2. Instead of 80 stacks total like you could carry. But if you never have trains for mixed goods then 20 will work.
aaaah, yes, that ...
- Mon Mar 12, 2018 6:15 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 414840
Re: [0.16.x] Bob's Mods: General Discussion
I quite dont understand the need to increase the cost of a ****ing basic yellow belt by more than 6 times!
Using the grey one for green science, well, thats a nice idea.
But 10 iron for something as basic as a 13.33i/sec belt?
And thats ONE, when it used to be two.
It still has the 0.5s crafting ...
Using the grey one for green science, well, thats a nice idea.
But 10 iron for something as basic as a 13.33i/sec belt?
And thats ONE, when it used to be two.
It still has the 0.5s crafting ...
- Sat Mar 10, 2018 11:36 am
- Forum: General discussion
- Topic: I feel hollow after finishing a game of Factorio.
- Replies: 52
- Views: 34048
Re: I feel hollow after finishing a game of Factorio.
Thank you!
Here a tip back:
Start a map with some texture changing mod like Alien Biomes, then disable it.(i had to cos it causes huge and many, lag spikes)
It becomes a nice green grassland, without any rocks and very few trees (mainly the dead ones) and no forrests where they were created with ...
Here a tip back:
Start a map with some texture changing mod like Alien Biomes, then disable it.(i had to cos it causes huge and many, lag spikes)
It becomes a nice green grassland, without any rocks and very few trees (mainly the dead ones) and no forrests where they were created with ...
- Sat Mar 10, 2018 5:26 am
- Forum: News
- Topic: Friday Facts #233 - Wiki admin
- Replies: 23
- Views: 16842
Re: Friday Facts #233 - Wiki admin
Nice!
Now all he needs is an upgrade from Filter Inserter. Forum staff not as fast?
Now all he needs is an upgrade from Filter Inserter. Forum staff not as fast?

- Fri Mar 09, 2018 10:32 pm
- Forum: General discussion
- Topic: 3000 hours and Dirty Mining
- Replies: 20
- Views: 10533
Re: 3000 hours and Dirty Mining
I think he meant "before hellatze can type any of these"MeduSalem wrote: I am not a "fanboy" or "whiteknight".

- Fri Mar 09, 2018 10:22 pm
- Forum: General discussion
- Topic: I feel hollow after finishing a game of Factorio.
- Replies: 52
- Views: 34048
Re: I feel hollow after finishing a game of Factorio.
Normally im someone who (at least tries to) write essays like you, structured, make it easy to read, not just a two liner.
Trying to see it from different angles and understand other people
Instead (since i need sleep badly) i´ll just quickquote a small line and try to be direct and bring you back ...
Trying to see it from different angles and understand other people
Instead (since i need sleep badly) i´ll just quickquote a small line and try to be direct and bring you back ...
- Thu Mar 08, 2018 10:02 pm
- Forum: Ideas and Requests For Mods
- Topic: Modding completely new automated transport method
- Replies: 5
- Views: 2409
Re: Modding completely new automated transport method
Adding new vehicles doesn't seem hard. But what if you want some kind of station like a train station, but for a different vehicle type. Is this possible to do at all with modding?
As for the "station type", you should realy test "Helicopter" and its heli pad, combined with remote control.
The ...
As for the "station type", you should realy test "Helicopter" and its heli pad, combined with remote control.
The ...
- Thu Mar 08, 2018 9:55 pm
- Forum: Logistic Train Network
- Topic: Problem when not all wagons should be loaded
- Replies: 11
- Views: 5211
Re: Problem when not all wagons should be loaded
thank you mrvn, that was the best tutorial provided anywhere
best i could find so far is only ever talking about the optimal setup and doesnt provide any insight and what happens if you want to do something different and how it could behave
So, to summarize for myself. Blue/red boxes are useless ...
best i could find so far is only ever talking about the optimal setup and doesnt provide any insight and what happens if you want to do something different and how it could behave
So, to summarize for myself. Blue/red boxes are useless ...
- Thu Mar 08, 2018 9:42 pm
- Forum: Ideas and Requests For Mods
- Topic: Modding completely new automated transport method
- Replies: 5
- Views: 2409
Re: Modding completely new automated transport method
yeah, forgot that AAI has more than one single mod, you picked the right one i think
I never really got it to do what it does with vehicle moving, it does that by scanned tile (needs radar like buildings) which can be automaticly changed.
I used BPs from an outdated tutorial and at that time wasnt ...
I never really got it to do what it does with vehicle moving, it does that by scanned tile (needs radar like buildings) which can be automaticly changed.
I used BPs from an outdated tutorial and at that time wasnt ...
- Thu Mar 08, 2018 2:12 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Research unlock via recovery
- Replies: 1
- Views: 1340
Re: [Request] Research unlock via recovery
There are some item based researches that can be picked up on the map in my Angel´s and Bob´s map
As far as i know its Angel´s Farming (? think its bioprocessing, you have to pick up "gardens") that lock some of the reciepes, or you need them to build a certain assembler that then create some sort ...
As far as i know its Angel´s Farming (? think its bioprocessing, you have to pick up "gardens") that lock some of the reciepes, or you need them to build a certain assembler that then create some sort ...
- Thu Mar 08, 2018 2:03 am
- Forum: Ideas and Requests For Mods
- Topic: Modding completely new automated transport method
- Replies: 5
- Views: 2409
Re: Modding completely new automated transport method
AAI does that with vehicles like Haulers and all kind of new military vehicles, that can load and unload
Helicopter can be controlled remotley to fly to preset destinations, like map markers, helipads and player position
So it should be possible.
But dont ask me, i know nothing bout modding
Helicopter can be controlled remotley to fly to preset destinations, like map markers, helipads and player position
So it should be possible.
But dont ask me, i know nothing bout modding
- Thu Mar 08, 2018 1:56 am
- Forum: Railway Setups
- Topic: Personal train
- Replies: 16
- Views: 14469
Re: Personal train
[Edit] Heh, using player detection to activate the station would eliminate the need for manually enabling/disabling the station, at least for calling a train. This idea would integrate nicely with the PAX system. Think I'll implement it at my megabase because getting around is starting to become a ...
- Wed Mar 07, 2018 11:01 pm
- Forum: Logistic Train Network
- Topic: Problem when not all wagons should be loaded
- Replies: 11
- Views: 5211
Re: Problem when not all wagons should be loaded
So, if the provide threshold is not overidden, it defaults to 1k. So it will create a delivery, if another station requests, as soon as it above 1k.
If you want your requester to only request, no matter whats in it, you can set a very big provide threshold, f.e. 1M
well, thats the point of my ...
- Wed Mar 07, 2018 8:46 pm
- Forum: Logistic Train Network
- Topic: Problem when not all wagons should be loaded
- Replies: 11
- Views: 5211
Re: Problem when not all wagons should be loaded
something else just popped up.
Lets say i have a normal setup, 2 stations with -16k for requesting, one with +16k (plus more) for providing.
I put something in one requester station by hand, so it goes positive.
This will set up a train to pick up from one requester station thats overfilled to the ...
Lets say i have a normal setup, 2 stations with -16k for requesting, one with +16k (plus more) for providing.
I put something in one requester station by hand, so it goes positive.
This will set up a train to pick up from one requester station thats overfilled to the ...