Search found 23 matches

by knightofrust
Wed Feb 14, 2018 4:23 pm
Forum: Logistic Train Network
Topic: What is "Locked Slots per Wagon" and "Train composition"?
Replies: 26
Views: 12835

Re: What is "Locked Slots per Wagon" and "Train composition"?

How exactly does the locked slots feature work? I have a station with a constant combinator providing 'locked slots = 39' signal at its input, but when the train came its wagons had no locked slots at all. It marks that number as locked internally. In your example LTN will see only 1 slot per wagon...
by knightofrust
Wed Feb 14, 2018 4:07 pm
Forum: Logistic Train Network
Topic: What is "Locked Slots per Wagon" and "Train composition"?
Replies: 26
Views: 12835

Re: What is "Locked Slots per Wagon" and "Train composition"?

How exactly does the locked slots feature work? I have a station with a constant combinator providing 'locked slots = 39' signal at its input, but when the train came its wagons had no locked slots at all.
by knightofrust
Wed Feb 14, 2018 9:01 am
Forum: Logistic Train Network
Topic: How do you deal with leftover materials?
Replies: 13
Views: 5909

Re: How do you deal with leftover materials?

Is there a way to deal with leftover items in the hand of an inserter when using universal provider station?
by knightofrust
Sat Feb 10, 2018 4:33 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799302

Re: Development and Discussion

jodokus31 wrote:
Warrie wrote: we have a underflow valve now
How does it work? Pass fluid until it drops to 20% volume?
Also, would desert trees be used for producing oil later? Or maybe latex/rubber?
by knightofrust
Sat Feb 03, 2018 8:33 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 704572

Re: [0.15] Sea Block Pack 0.1.7

How do you get hydrogen sulfide gas from washing mud water? Is that an addition of sea block? Because in the base game (0.16) + angel's this same recipe gives only mud + heavy mud water.
by knightofrust
Fri Jan 26, 2018 6:21 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Extreme Mining :)
Replies: 49
Views: 82204

Re: Extreme Mining :)

I was thinking of a method to use substations and four miners facing each other, but it's hard to get a good setup. Sorry, but I don't think that would work. I was experimenting with 4-miner units, and I made something like this: https://steamuserimages-a.akamaihd.net/ugc/859486570395931936/EE17FF4...
by knightofrust
Fri Jan 26, 2018 11:29 am
Forum: Mods
Topic: MOD [ 0.17.x/0.18.x] Bio-Industries
Replies: 585
Views: 208727

Re: MOD [ 0.16.x] Bio-Industries 2.1.0

Same error when I tried place concrete | mod ver. 2.1.0 | factorio ver. 0.16.7 | any solution? Screenshot_69.png The solution is probably to update factorio or downgrade Bio Industries, as tile placement was changed in the later versions of the game and, consequently, in the mods. Also, another sug...
by knightofrust
Fri Jan 26, 2018 9:43 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 704572

Re: [0.15] Sea Block Pack 0.1.7

I wonder if the solder recipes from Bob's mods are supposed to be disabled or nerfed? I worked out the yields (in solder per total number of plates/ingots input) for a few approaches: - Basic Angel's ingots to molten to solder gives 1 - Angel's ingots to molten to rolls gives 2 - Angel's ingots to ...
by knightofrust
Fri Jan 26, 2018 9:06 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 597
Views: 161216

Re: [MOD 0.13.17+] Rampant - 0.16.6

saw the recent juicy update and desided to quicly update this mod. Well now i get this error on loading screen. - I removed rampart from the mods folder and the game loaded up fine. - I put it back in and again this error. strangely enough i had 2 versions of rampart in the mods folder as well. rem...
by knightofrust
Fri Jan 26, 2018 8:57 am
Forum: Mods
Topic: MOD [ 0.17.x/0.18.x] Bio-Industries
Replies: 585
Views: 208727

Re: MOD [ 0.16.x] Bio-Industries 2.1.0

Little suggestion: add support for special trees and gardens from angel's bio processing by making them spawn with a small chance from saplings planted onto appropriate terrain (swamp tree and garden on a dirt, temperate tree and garden on a grass and desert garden on a sand tiles).
by knightofrust
Wed Jan 24, 2018 6:48 am
Forum: Logistic Train Network
Topic: Is there a way to limit which trains go to which depot?
Replies: 10
Views: 3969

Re: Is there a way to limit which trains go to which depot?

Well, I may be a little late there, but can't we use locomotive color to filter which trains go to which stations?
For pros it can have much more possible separate networks than currently possible, and the value is read-write, so you can in theory automatically transfer trains between networks.
by knightofrust
Wed Jan 17, 2018 10:45 am
Forum: Modding help
Topic: Any way to check whether a file exists?
Replies: 3
Views: 551

Re: Any way to check whether a file exists?

I was recently tinkering with icons and a question arose: can I somehow check if a file exists before reading it, without using any third-party LUA libraries such as os./io. and the like? Also, related question. In the mods's scripts paths to files are given like this __MODNAME__/FOLDER/FILE What '...
by knightofrust
Wed Jan 17, 2018 5:19 am
Forum: Modding help
Topic: Any way to check whether a file exists?
Replies: 3
Views: 551

Any way to check whether a file exists?

I was recently tinkering with icons and a question arose: can I somehow check if a file exists before reading it, without using any third-party LUA libraries such as os./io. and the like? Also, related question. In the mods's scripts paths to files are given like this __MODNAME__/FOLDER/FILE What 'M...
by knightofrust
Wed Jan 10, 2018 9:20 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 704572

Re: [0.15] Sea Block Pack 0.1.7

I think there should be a different way to get slag out of water. I mean, an electrolyzer is there to separate oxygen and hydrogen. If you just want to get slag pumping water through a filter should just be enough. Maybe add a recipe for washing plants to get slag that way, similar how it was with ...
by knightofrust
Mon Jan 08, 2018 8:34 pm
Forum: Ideas and Requests For Mods
Topic: Water turbines and underground rail tunnrls.
Replies: 9
Views: 1935

Re: Water turbines and underground rail tunnrls.

I thought about it, but what should happen if a train stops in underground tunnel? how can player go to them? Maybe do it so that the train always goes out of the tunnel (on inertia)? Or make tunnels navigable by player character (think Factorissimo, there's already a mod which introduces different...
by knightofrust
Mon Jan 08, 2018 10:31 am
Forum: Bob's mods
Topic: [Fixed - Broken Map] No UI for Chemical Furnace .16
Replies: 7
Views: 1596

Re: [Fixed - Broken Map] No UI for Chemical Furnace .16

If you can provide save/mods where all other building guis are locked when one of them has no recipes it would be good to post that in bug reports forum. One building without recipes should not affect others in that way. AFAIK you can't open another building's UI before you close the current one. T...
by knightofrust
Wed Jan 03, 2018 11:17 am
Forum: Angels Mods
Topic: Infinite Mining (question)
Replies: 9
Views: 3506

Re: Infinite Mining (question)

Hello Arch666Angel, Thanks for the explanation. Can you further explain how the yield works please? Is the yield per tile or per patch? Assuming it degrades as it is mined, what is the degradation rate? I think oil jacks lose 1% per 300 cycles, is this the same or different? Furthermore, where shou...
by knightofrust
Tue Jan 02, 2018 9:01 am
Forum: Mods
Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
Replies: 38
Views: 11240

Re: [MOD 0.13] DayNightExtender - longer day/night cycles

Hello.
Is there a way to make lamps and night vision goggles turn on sooner than in vanilla?
by knightofrust
Mon Jan 01, 2018 2:02 pm
Forum: Mods
Topic: MOD [ 0.17.x/0.18.x] Bio-Industries
Replies: 585
Views: 208727

Re: MOD [ 0.16.x] Bio-Industries 2.0.2

Hello. Is your mod's crushed stone the same as the one from ore refining in Angel's? If no, would it be hard to integrate?
by knightofrust
Sat Dec 30, 2017 5:44 pm
Forum: Modding help
Topic: Console command to change pollution dissipation rate
Replies: 0
Views: 763

Console command to change pollution dissipation rate

Is it possible to change this without starting a new game?
Figured it out, the command is:

Code: Select all

/c game.map_settings.pollution.ageing = N

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