Search found 45 matches

by Evilness
Mon Feb 15, 2021 12:28 pm
Forum: Show your Creations
Topic: Space Exploration Nauvis Mall
Replies: 13
Views: 56014

Re: Space Exploration Nauvis Mall

Looks good, but kinda small.
Are you sure everything is there? Personally I added some serious spaghetti to my regular mall and I have added an additional section for certain things such as space belt and pipe. They take 10 seconds each so I felt that one assembler will not be enough for that.
by Evilness
Mon Dec 28, 2020 7:44 am
Forum: 1 / 0 magic
Topic: [1.1.6] Crash: UpdatableEntity::updateLinkInternal
Replies: 1
Views: 1859

Re: [1.1.6] Crash: UpdatableEntity::updateLinkInternal

Hello, I want to give an update in order not to waste your time. Over the past couple of days, I experienced a few more crashes. I checked what the game crashed on and it was a different thing every time. Further I experienced crashing with Oxygen Not Included as well, which leads me to believe ther...
by Evilness
Thu Dec 24, 2020 4:56 pm
Forum: Ideas and Suggestions
Topic: Ghost place from quickbar slot which lacks items
Replies: 15
Views: 3072

Re: Ghost place from quickbar slot which lacks items

Thank you for the answer. This feature should be enabled by default in my opinion.
by Evilness
Thu Dec 24, 2020 11:40 am
Forum: 1 / 0 magic
Topic: [1.1.6] Crash: UpdatableEntity::updateLinkInternal
Replies: 1
Views: 1859

[1.1.6] Crash: UpdatableEntity::updateLinkInternal

Hello, I am getting a seeming random crash on semi consistent basis. I hope you will be able to figure out what is going on from the save file and crash dump. Mod list should be in the save file. https://easyupload.io/m/sr2xk0 0.001 2020-12-24 10:19:20; Factorio 1.1.6 (build 57355, win64, full) 0.00...
by Evilness
Thu Dec 24, 2020 9:35 am
Forum: Ideas and Suggestions
Topic: Ghost place from quickbar slot which lacks items
Replies: 15
Views: 3072

Ghost place from quickbar slot which lacks items

Hello,

Right now it is possible to place ghosts from items by pressing shift. But when you use up all items in you inventory you can no longer use this feature. My suggestion is to enable placing item ghosts when selecting a quickbar slot which lacks items.
by Evilness
Sun Nov 22, 2020 12:59 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 263072

Re: Stations & other LTN based designs

I already explained my issue with the setup before, but you never addressed it. So again, the issue is: Your requester setup calculates current train content-expected train content and sets filter with the result Train contents are: 7k copper ore and 1k iron ore Expected content is 8k copper ore (i...
by Evilness
Sun Nov 22, 2020 8:58 am
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 263072

Re: Stations & other LTN based designs

The train contains iron ore, the schedule says iron ore == 0 so expected content is nothing. Indeed, the station is unloading, so the schedule is expecting iron ore to be unloaded, thus go to 0. Perhaps that is why the station combinator does not output iron ore as positive number. Again I get no t...
by Evilness
Sat Nov 21, 2020 8:20 am
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 263072

Re: Stations & other LTN based designs

I've spent about ten hours trying to get this thing figured out, but no luck so far. Is there just a 'basic functionality guide' anywhere? I don't want trains that carry more than one type of good or trains that carry more than is requested and need to be cleaned out at the depot. I just want basic...
by Evilness
Fri Nov 20, 2020 6:15 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 263072

Re: Stations & other LTN based designs

Download the demo map to see how LTN is supposed to work. So, I downloaded the map, went the extra mile and removed all other mods, just to prove you wrong. Surprise, surprise, I was right and you were wrong. First a picture of demo unloading station, it does not output expected train content, like...
by Evilness
Thu Nov 19, 2020 6:17 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 263072

Re: Stations & other LTN based designs

Clearly you are wrong and the unloading will only work if expected inventory is not outputted as I said. Yeah certainly. Thanks for telling me how my mod and station designs I've been using for 2 years work. :roll: I presented arguments how the station should work. I am open to being wrong, At the ...
by Evilness
Thu Nov 19, 2020 12:50 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 263072

Re: Stations & other LTN based designs

The station combinator of the requester station doesn't output what is supposed to be on the train either (this only works for provider stations), so it seems to me that this couldn't work anyway. Wrong, the combinator always outputs expected inventory so loading = expected inventory - current inve...
by Evilness
Wed Nov 18, 2020 6:24 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 263072

Re: Stations & other LTN based designs

I have a question about the Requester station posted on the first page. I assume that the setup is supposed to filter unwanted items i.e. not unload them. But the station which is outputting train contents is connected to combinator output so anything in the train will set filter. Am I missing somet...
by Evilness
Fri Nov 06, 2020 6:33 pm
Forum: Mods
Topic: [Request] Oil patch remover
Replies: 5
Views: 1869

Re: [Request] Oil patch remover

Thank you so much. My OCD wont let me build over resources.
by Evilness
Fri Nov 06, 2020 5:23 pm
Forum: Mods
Topic: [Request] Oil patch remover
Replies: 5
Views: 1869

[Request] Oil patch remover

Hello,
I was looking for a mod to remove oil patches on the mod portal, but there does not seem to be one. If there is please point me to it. If not I would like to request someone make a mod that will remove oil patches. Something like cliff explosives for example. Could be the same recipe.
Thanks
by Evilness
Tue May 01, 2018 6:43 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Oil patch remover
Replies: 4
Views: 2096

Re: [Request] Oil patch remover

That is what I was looking for. Thanks.
by Evilness
Tue May 01, 2018 10:47 am
Forum: Ideas and Requests For Mods
Topic: [Request] Oil patch remover
Replies: 4
Views: 2096

Re: [Request] Oil patch remover

I am sorry, but creative mode is not what I'm looking for.
by Evilness
Tue May 01, 2018 9:20 am
Forum: Ideas and Requests For Mods
Topic: [Request] Oil patch remover
Replies: 4
Views: 2096

[Request] Oil patch remover

Hi,
could someone make a mod that would remove oil patches. Could be in form of an item you would use on an oil patch to destroy it, or something like this:
https://mods.factorio.com/mod/OilPatchE ... 1024d76a0c
by Evilness
Tue Dec 08, 2015 4:33 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120378

Re: [MOD 0.12.12+] Research queue 1.2.2

Awesome, thanks for the quick update.
by Evilness
Sat Dec 05, 2015 1:29 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120378

Re: [MOD 0.12.12+] Research queue 1.2.1

When i try to use your mod with orbital ion cannon mod i get error when i start the game. It would be nice if mods were compatible. I also posted this on orbital ion cannon thread.
by Evilness
Sat Dec 05, 2015 1:28 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320303

Re: [MOD 0.12.17] Orbital Ion Cannon

When i try to use your mod with research queue mod i get error when i start the game. It would be nice if mods were compatible. I also posted this on research queue thread.

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