Search found 18 matches

by Zerias
Fri Feb 03, 2017 11:49 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Very early r/g science factories
Replies: 24
Views: 34608

Re: Very early r/g science factories

Ladies and gentlemen, a pair of science modules for you, fairly easily attached to a bus. [My first time posting images/spoiler tags on this forum, don't hesitate to tell me if something breaks.] https://i.imgsafe.org/5364ae8bda.png https://i.imgsafe.org/51544d6459.png H4sIAAAAAAAA/62W0Y6zIBCFX8VwLY...
by Zerias
Mon Jan 09, 2017 9:33 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 243914

Re: [MOD 0.14] Warehousing v0.0.11

Question for anyone: Does the lag induced by inserters interacting with warehouses also appear when using logistics robots? I ask because currently I'm using several hundred storage chests fed by active providers to store ore, and I wonder whether switching to storage warehouses would be better or w...
by Zerias
Sat Dec 31, 2016 5:24 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 129121

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3

You can, you just need to open the export lua in a text editor and copy the whole thing. Inter-save blueprint saves are one of my favorite features to come in the 0.15 update next year.
by Zerias
Thu Dec 29, 2016 9:30 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 121303

Re: [0.14] Reactors & Atomic Locomotives

Neat, thank you! This is much cheaper than 500 batteries per reactor, and way more compact.
by Zerias
Wed Dec 28, 2016 10:01 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 121303

Re: [0.14] Reactors & Atomic Locomotives

Can anyone think of a way to prioritize steam engine/turbine output? Currently, all energy producers of the same type scale themselves to energy demand identically. Problem is, I want my breeder reactor at 100% at all times, with only the remaining demand pulled from the fission reactors. For exampl...
by Zerias
Fri Dec 16, 2016 10:10 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 121303

Re: [0.14] Reactors & Atomic Locomotives

That's not this mod. Whatever the problem is, it's with 'NuReact'.
by Zerias
Thu Dec 15, 2016 8:09 pm
Forum: Ideas and Suggestions
Topic: Add Electric Miner to Circuit Netowrk
Replies: 2
Views: 1288

Re: Add Electric Miner to Circuit Netowrk

I like this idea, and would like to add that it would be nice for circuit-connected electric miners to be filterable to help when mining two adjacent fields that you don't want mixing on the ore belt.
by Zerias
Thu Dec 15, 2016 8:08 pm
Forum: Ideas and Suggestions
Topic: Easy solution to add a ton of automation
Replies: 10
Views: 4287

Re: Easy solution to add a ton of automation

If that example is your primary motivation, please consider the Auto-Deconstruct mod. When a miner runs out of resources, it is automatically tagged for deconstruction, making it easy enough to send to a new outpost as you suggested. For other buildings, I don't think there's an equivalent mod, but ...
by Zerias
Wed Dec 14, 2016 5:10 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 121303

Re: [0.14] Reactors & Atomic Locomotives

Quick question, how much power are these reactors rated for maximum? Right now using less than 20% of that maximum sends the remaining to cooling towers as waste to prevent overheating. I'm aware it says so on the first post, but that info may be inaccurate as I've had my reactors shutting down at 2...
by Zerias
Tue Dec 13, 2016 10:20 pm
Forum: Gameplay Help
Topic: Can I use circuits to automate this?
Replies: 11
Views: 5367

Re: Can I use circuits to automate this?

I don't believe that labs are able to signal when they need a flask, but it's not necessary. The belts providing the flasks can be set to sensor mode and/or enable mode. Connect one or more of these belts to both of your de-boxing inserters, and tell them to only enable when the sensor mode belt has...
by Zerias
Fri Oct 28, 2016 5:38 pm
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 71242

Re: Friday Facts #162 - Theme Art Again

If I read that right, the main if not only reason for the fluid multiplication is that circuits floor the decimals? Instead of modifying code for every single object relating to fluid to account for a volume increase, why not just have objects that output an initial fluid signal (tanks, pumpjacks, a...
by Zerias
Mon Apr 18, 2016 5:41 am
Forum: Gameplay Help
Topic: Problem with Boilers/Inserters/Solid Fuel
Replies: 17
Views: 9636

Re: Problem with Boilers/Inserters/Solid Fuel

At a guess I'd say your belts are moving too fast for the slow burner inserters to pick up fuel before it's moved to the next tile. I'd further guess that you had no problems before because either you hadn't upgraded to blue belts and/or your belts were backed up with fuel. Unfortunately, there are ...
by Zerias
Tue Mar 01, 2016 1:38 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 343755

Re: MOD [0.12.11+] Bio-Farm 0.4.1 - Tree Farming Mod

Having the same problem as KNOWFEAR, my guess it that we are both trying to use the green pack growth recipe, but it produces 100 wood at a time and wood only stacks to 50. Solutions are: artificially increase wood's stack size, OR cut the cost, time, and result in half [at minimum] to keep the wood...
by Zerias
Fri Jan 15, 2016 4:15 am
Forum: Gameplay Help
Topic: Stuck on electricity plant
Replies: 12
Views: 27504

Re: Stuck on electricity plant

Firstly, the drill as it is faces the wrong direction. The yellow triangle/arrow indicates the exit point for produced ore, which can go directly on a belt: no need for that inserter next to it. Rotate the drill ['R' while hovering over it] three times and replace that inserter with a belt. Next, co...
by Zerias
Tue Dec 29, 2015 12:34 am
Forum: Gameplay Help
Topic: Need help with Steam Engines
Replies: 4
Views: 14590

Re: Need help with Steam Engines

The first bar, 'Performance', is what your boilers are running at. It shows 1/16th of maximum because your machines/factory only needs 1/16 of it's maximum output's worth of electricity. If this bar is nearly empty, you have more generators than you need. If it is full you are not generating enough ...
by Zerias
Wed Dec 16, 2015 12:16 am
Forum: Mods
Topic: [MOD 0.12.x] Transformator
Replies: 32
Views: 50477

Re: [MOD 0.12.x] Transformator

Managed a brute force fix, no idea if it's stable: In control.lua, replace all 'game.on_' with 'script.on_'. There's probably more that should be changed to fix it, but the only iffy spots are commented out. Thanks so much for finding a way to implement this kind of 'electricity pump'. The only addi...
by Zerias
Thu Dec 10, 2015 6:04 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 130803

Re: [MOD 0.12.X] Galactic Trade

Had same problem, but then realized you uploaded a .rar file. Factorio mods must be folder or .zip form. Simply download, extract rar->folder, then either re-zip or just move the folder into \mods. Currently: \mods\[Galtrade.rar]\[galtrade folder]\[graphics+locale+prototype folders] Needs to be \mod...
by Zerias
Tue Jun 16, 2015 8:03 am
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 71032

Re: [0.11.22] Automated Red Alert harvesters 0.0.6

Thanks for the report, but I can't find the dytech download with lava, I've tried all downloads in DyTech Downloads . Did some digging, lava can be found in Metallurgy [inside the Dytech-machines zip]. I'm not a modder, so I don't know specifically where in the zip is the data you need, but I know ...

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