Search found 29 matches
- Fri May 31, 2024 1:49 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 122
- Views: 38030
Re: Friday Facts #413 - Gleba
Has it been considered adding a spores/polen/foggy like visual layer? If you enter a room that has been abandoned for a very long time and has significant levels of mold, the air will be littered with floating organic matter, i think it would add a lot to the atmosphere of a planet that has such a ...
- Tue Nov 16, 2021 1:06 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1825763
Re: Development and Discussion
I cant use Additional electrical engines from krastorio 2 for increased acceleration on the mass transit trains, is this an issue on which end? if its on angels, please add that possibility.
- Sat May 04, 2019 3:16 pm
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 33537
Re: [MOD 0.17.x] SunResources
Thanks for the help, i had no idea they had been "relocated" there, no need to remove the Shortcuts mod, the tools are there and can be used with ease.
- Sat May 04, 2019 10:23 am
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 33537
Re: [MOD 0.17.x] SunResources
I have a vast list of mods, upon loading my save, there is an option on the top right corner to sync your mods with the save, dont forget to save your custom mods before doing so.
- Sat May 04, 2019 1:14 am
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 33537
Re: [MOD 0.17.x] SunResources
Still no change, i did manage to spawn them using the command line, they seem to act as a consumable, disappearing after 1 use, shouldn't they act like blueprints?
https://www.mediafire.com/file/88x6acas ... e.zip/file My save file for easier testing.
https://www.mediafire.com/file/88x6acas ... e.zip/file My save file for easier testing.
- Sat May 04, 2019 12:40 am
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 33537
Re: [MOD 0.17.x] SunResources
I know what the icons look like because if i search for those recipes using a mod called What is it used for, it shows up, but its a grayed out recipe, unavailable, i will test your theory now of saving/loading enabling/disabling SunResources. There is one other detail that might be the reason, im ...
- Sat May 04, 2019 12:05 am
- Forum: Mods
- Topic: [MOD 1.0.0] SunResources
- Replies: 70
- Views: 33537
Re: [MOD 0.17.x] SunResources
Resource Erase and Restore are missing from the SunResources TAB for me, im using Bobs&Angels, possible conflicts where the fact i already had Ore Eraser, removed it, but nothing changed, maybe related to the save.
- Fri Apr 12, 2019 3:54 pm
- Forum: Gameplay Help
- Topic: Circuit filtering for wagons "spilling", how to fix?
- Replies: 11
- Views: 4854
Re: Circuit filtering for wagons "spilling", how to fix?
Its not working as well as expected, 30k seem to be to high a value because for some odd reason the wagons are not being filled evenly at the same time by a lot, the difference being in something like 1.5k, so i get a wagon reaching 8k while another one its around 6.5k, that results in leftovers in ...
- Thu Apr 11, 2019 5:11 pm
- Forum: Gameplay Help
- Topic: Circuit filtering for wagons "spilling", how to fix?
- Replies: 11
- Views: 4854
Re: Circuit filtering for wagons "spilling", how to fix?
I was beginning to understand that circuit and then bam, you made it even more complicated, i will try it tonight when i have time to play. Thanks again.
Edit: I have tested and it seems to be working as intended.
Edit: I have tested and it seems to be working as intended.
- Thu Apr 11, 2019 1:44 pm
- Forum: Gameplay Help
- Topic: Circuit filtering for wagons "spilling", how to fix?
- Replies: 11
- Views: 4854
Re: Circuit filtering for wagons "spilling", how to fix?
I figured it was possible to do a more complex circuitry to make it load more efficiently, but i only understand how to do very basic circuits for now. The chest mod https://mods.factorio.com/mod/WideChests, you dont really need to download it since the way it works is you put down a row of ...
- Thu Apr 11, 2019 12:30 am
- Forum: Gameplay Help
- Topic: Circuit filtering for wagons "spilling", how to fix?
- Replies: 11
- Views: 4854
Re: Circuit filtering for wagons "spilling", how to fix?
I have been given the solution of filtering the inventory of the wagons, like i filter the quickbar, it works, but only because im using a different entity for each resource, if i used the same entity for different resources it would not work.
- Thu Apr 11, 2019 12:14 am
- Forum: Gameplay Help
- Topic: Circuit filtering for wagons "spilling", how to fix?
- Replies: 11
- Views: 4854
Circuit filtering for wagons "spilling", how to fix?
I have it so the loaders only activate when a specific train ID is present, the same happens with inserters so its not related to loaders, When a train finishes loading and moves out, the new train that arrives that its supposed to receive a different resource gets a tiny spill(1-2) of the resources ...
- Wed Apr 10, 2019 11:49 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195461
Re: [MOD 0.16] Miniloader
I have a problem, i dont know if its related to your miniloaders, it is a problem of "spill", im using circuit conditions so the miniloaders only activate when a specific train ID is present in order to filter items, but after a train leaves, and a new train enters the station, he takes 1-2 items ...
- Wed Apr 03, 2019 7:54 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 69192
Re: [MOD 0.17] Deadlock's Crating Machine
Im sorry, i didnt realise the issue was not on your end.
- Wed Apr 03, 2019 6:27 pm
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 69192
Re: [MOD 0.17] Deadlock's Crating Machine
By the time i get the technology to build a crating machine 1, it will be pointless to use it since i will be already using express belts, so i will just go straight to Crating Machine 3... that makes Crating Machine 1 & 2 redundant. It costs Red and Green Science packs to unlock the technology for ...
- Wed Apr 03, 2019 1:10 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 69192
Re: [MOD 0.17] Deadlock's Crating Machine
The cost of crating machines its meant to be express stack inserters and electric engine units for all 3 types of Crating machines? Shouldn't a Crating machine 1 that its meant to work with yellow belts require a similar level of technology to be crafted? Im using Bobs+Angels.
- Fri Mar 29, 2019 12:04 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 246875
Re: [0.17.x] Bob's Mods: General Discussion
Couldn't find a suggestions topic so will post here, there is this old mod https://mods.factorio.com/mod/Macromanaged_Turrets it connects your turrets to the logistics network so that robots can directly supply ammo to them, it was even compatible with your Bob's Warfare, but it has not been updated ...
- Fri Mar 29, 2019 1:21 am
- Forum: Ideas and Suggestions
- Topic: Turret logistics technology
- Replies: 8
- Views: 4805
How to get logistic robots to resupply turrets?
Is there a way to get robots to supply ammo to turrets without the use of belts/chests/inserters? Maybe a mod? Would it be too OP? It just feels like such a feature should be there.
- Tue Mar 26, 2019 3:21 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 246875
Re: [0.17.x] Bob's Mods: General Discussion
Thats really cool, i only played 0.16 and above so i missed it.BlueTemplar wrote: Tue Mar 26, 2019 3:02 pm Well, fluid wagons used to be 3 fluid tanks (each 25kL), that you could separate :
I miss that feature...![]()
- Tue Mar 26, 2019 3:13 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 246875
Re: [0.17.x] Bob's Mods: General Discussion
I really like your mods, they have extended my enjoyment of the game immensely. I have a little problem however.
I built a factory divided by blocks interconnected by trains only, and currently the liquids are creating a bottleneck because the amount of liquid a train carries its too little for ...