Search found 14 matches
- Sat Jan 27, 2024 2:06 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17191
Re: Friday Facts #395 - Generic interrupts and Train stop priority
The generic item parameter is such an elegant way of simplifying the orders. Though as with the last time you've shown this, there's still 1 issue: Trains are dispatched based on what is available to pick up, not based on what is needed to be dropped off. It'd be cool if we could somehow create som...
- Fri Jul 22, 2016 5:51 pm
- Forum: Railway Setups
- Topic: [0.13] Track Junctions Blueprint Strings
- Replies: 15
- Views: 24486
Re: [0.13] Track Junctions Blueprint Strings
One train deadlock is possible in roundabout. I was able to test my idea: Cause of deadlock would be breaking train path while in middle of roundabout. This could be easily done by bitter attack or player rebuilding rails. Roundabout with fewer chain signals see the picture bellow 1.) train enters j...
- Sun Jul 17, 2016 8:59 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 311294
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Guys. I had a go at removing the long, near, far, long short, short long, long near, short far inserters, and migrating them to standard fast, express, filter etc inserters.... And they all changed range to standard inserters. Migration doesn't keep the length settings! What do you think I should d...
- Sun Jul 17, 2016 12:20 pm
- Forum: Bob's mods
- Topic: So how does one upgrade 5,000 MK1 robots to MK2+?
- Replies: 7
- Views: 6778
Re: So how does one upgrade 5,000 MK1 robots to MK2+?
I use something similar. But I went for lazy easy setup. ;) I have "replacing mechanism" only at my central storage. that way it will be easy to change when i get to new tier. I pull bots out of roboports using filter inserters: - i pull them only from roboports at my central storage - soo...
- Sat Jul 16, 2016 2:32 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 151496
Re: [0.13.x] Bob's Mods: General Discussion
Is it normal that bitters fight each other? I suppose it is started when they injure each other accidentally with AE attack. Well ... it is great for collecting artifacts: 1.) sacrifice building to start fight 2.) come later to harvest https://wcrfjw-dm2306.files.1drv.com/y3m42BUK2LSYQd5Psne7Do7twxd...
- Fri Jul 15, 2016 7:10 pm
- Forum: News
- Topic: Friday Facts #147 - Multiplayer rewrite
- Replies: 68
- Views: 32789
Re: Friday Facts #147 - Multiplayer rewrite
When discussion gets deep and hightly technical.... the synchronisation and shit.
- Thu Jul 14, 2016 12:46 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 151496
Re: [0.13.x] Bob's Mods: General Discussion
Hi, there seems to be still some error with wall gate graphics. Vertical reinforced gate have wrong upper end. https://1drv.ms/i/s!AprrsHhkm0xohJlVwDfzZPv5gFHm9Q https://x8rfjw-dm2306.files.1drv.com/y3m22WNdElG4FkhPyJQHYPPsyDRfT3NQlhbacQuasjDcQouW5ueMow3KyJgvr2wg67eJ2ZZ8jUTdkKsB_ArmWi4xe7oqP2B5hXm92...
- Fri Jul 01, 2016 12:28 pm
- Forum: Releases
- Topic: Version 0.13.2
- Replies: 43
- Views: 30442
Re: Version 0.13.2
I like research window layout as it is now. Most helpful change for me would be adding small bottle icons to each research icon indicating which science pack are needed for research. example: Right now i just automated red science and it will take me a while before i will autmate green science. So h...
- Mon Jun 27, 2016 7:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] [Hanziq] "API call failed" during mod browsing [reopened]
- Replies: 20
- Views: 10687
[0.13.0] [Hanziq] "API call failed" during mod browsing [reopened]
Hello, while I browse for mods, Factorio crashes after few clicks on different mods. Happened twice. Crash1: 0.001 2016-06-27 20:50:08; Factorio 0.13.0 (Build 22782, win64, steam) 0.001 Operating system: Windows 10 0.001 Program arguments: "D:\Steam\steamapps\common\Factorio\bin\x64\Factorio.ex...
- Sun Mar 27, 2016 10:58 am
- Forum: Multiplayer
- Topic: [whitelist/0.12.29/EU] BobsMod - looking for few players
- Replies: 2
- Views: 1589
[whitelist/0.12.29/EU] BobsMod - looking for few players
Hi I want to try coop multiplayer . I am looking for 2-3 friends to play with. I am not interested in 'guests'. Only those who wants to play to end. Location is Europe /Czech Republic. I installed fresh headless server (0.12.29) this morning and it seems to be working ... :-) I can use Skype or othe...
- Sat Mar 26, 2016 10:57 am
- Forum: Mods
- Topic: [MOD 0.12.x] Item Collectors
- Replies: 36
- Views: 44146
Re: [MOD 0.12.x] Item Collectors
From point of game perfomance (in multiplayer):
Is it better to use Item Collector or field of vanila belts to collect monster drops?
Is it better to use Item Collector or field of vanila belts to collect monster drops?
- Fri Mar 25, 2016 5:12 am
- Forum: Balancing
- Topic: Solar panels less of a no-brainer
- Replies: 378
- Views: 196444
Re: Solar panels less of a no-brainer
My idea about power:
Make energy transport more complex.
If you implement two problems:
- capacity of cables
- loss over long distance
Then energy would turn into another logistics problem - which is why we play Factorio
This would also add some chalenges to large field of solars.
Make energy transport more complex.
If you implement two problems:
- capacity of cables
- loss over long distance
Then energy would turn into another logistics problem - which is why we play Factorio
This would also add some chalenges to large field of solars.
- Tue Mar 08, 2016 11:41 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 204466
Re: Friday Facts #128 - Back down to earth
Loaders no. Too OP. I would rather suggest: 1. remove stack bonus for bots 2. some kind of "highway/monster belt" - 2x2 pieces ... clunky belts - 8 lanes (items could be scaled down or overlapped) - inserters would use stack bonus with these belts bots will be scalpel. belts will be hammer...
- Sat Jun 06, 2015 8:54 am
- Forum: Mods
- Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
- Replies: 67
- Views: 67619
Re: [0.11.22] Automated Red Alert harvesters 0.0.1
I am getting error when loading auto-saved game:
btw: Cool mod!
Code: Select all
Error while running the event handler:
__Harvester-mod__/harvester-anims.lua:140:
attempt to perform arithmetic on global 'animationTick' (a nil value)