Search found 14 matches

by Aikonn
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...
by Aikonn
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...
by Aikonn
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...
by Aikonn
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...
by Aikonn
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...
by Aikonn
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

... the synchronisation and shit.
When discussion gets deep and hightly technical. :D :D :D
by Aikonn
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...
by Aikonn
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...
by Aikonn
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...
by Aikonn
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...
by Aikonn
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?
by Aikonn
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.
by Aikonn
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...
by Aikonn
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:

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)
btw: Cool mod!

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