Search found 19 matches
- Sat Jul 28, 2018 12:26 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572756
Re: Development and Discussion
I just came back to factorio after some months and I was wondering if the free manganese from water chain was phased out? I am unable to locate it if it is still possible
- Mon Oct 02, 2017 9:43 am
- Forum: Gameplay Help
- Topic: No path for train in automatic mode, despite having signals
- Replies: 11
- Views: 216956
Re: No path for train in automatic mode, despite having signals
Thanks a lot.
I have no idea what caused this.
I have no idea what caused this.
- Mon Oct 02, 2017 7:20 am
- Forum: Gameplay Help
- Topic: No path for train in automatic mode, despite having signals
- Replies: 11
- Views: 216956
Re: No path for train in automatic mode, despite having signals
Please find the attached save file. The train route is second iron pickup to iron drop.
- Sun Oct 01, 2017 6:08 pm
- Forum: Gameplay Help
- Topic: No path for train in automatic mode, despite having signals
- Replies: 11
- Views: 216956
Re: No path for train in automatic mode, despite having signals
I will post the save file tonight when I am on a better net. The file does'nt want to be uploaded on my crappy mobile net. No mods installed. I just deleted a section of the track and rebuilt it. The problem started after that. And the route used to run earlier. I can still run it manually. and movi...
- Sun Oct 01, 2017 7:26 am
- Forum: Gameplay Help
- Topic: No path for train in automatic mode, despite having signals
- Replies: 11
- Views: 216956
No path for train in automatic mode, despite having signals
I was recently running a successful factory and suddenly, one of my train lines suddenly says that "no path" available for automatic mode, but it used to run normally before and there is no signal locking and I can run the route manually. Can anyone please tell what is causing this issue? ...
- Sat Aug 06, 2016 9:27 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405780
Re: Bugs & FAQ
i thought mk3 used mk2 as requirement while mk2 took mk1 to craft. Might be it was changed accidentally due to the petrochem trial.
- Tue Aug 02, 2016 8:47 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405780
Re: Bugs & FAQ
Where to use: 1) Many mineralized water - i'm using it to produce algae but i have it too much, really to much - Arch66Angel can u think up new ways to use this type of water? 2) Where to use synthetic wood? - bob mod's now not using synthetic wood - when config option on default synthetic wood is ...
- Tue Aug 02, 2016 5:08 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405780
Re: Bugs & FAQ
thats not a bug.It was changed in 2.6 i think. To get the other geodes you need to mine the rock structures on the map to get a tiny amount of the geodes
- Mon Aug 01, 2016 7:56 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405780
Re: Bugs & FAQ
All the alien artifacts small and normal,ore processing plant, hydro plant , catalysts except brown, i think and technology icons for all ore processing and ingots. I might have missed some but thats the list in my current playthrough and i think i have researched all angel techs Edit:I dont know if...
- Tue Jul 26, 2016 10:11 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572756
Re: Development and Discussion
when can we expect to get the refinig mod updated with the hydro lvl2? It was released on 0.2.7 but its still not available for download.Are you waiting for all the bugs to go away?
- Mon Jul 25, 2016 9:47 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405780
Re: Bugs & FAQ
are you on a mac kiba? It has got a problem with the animated icons and angel is going to redo all the icons after his exam, i think.
The only icons you should be having trouble with are the alien artifacts,ore processor and hydro plant,i think.
The only icons you should be having trouble with are the alien artifacts,ore processor and hydro plant,i think.
- Mon Jul 25, 2016 6:26 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572756
Re: Development and Discussion
5 synth wood needing 3 resin is plain insane unless the resin is drived from oil as the raw wood needed for those 3 resin would give 6 wood. So only the paste recipies make sense ,from what i think. Also, what is supposed to be the output from the infinite ores? I am asking as i am shown around 60/s...
- Sun Jul 24, 2016 7:40 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405780
Re: Bugs & FAQ
ore generation happens at map create so after you put the trigger file only new maps or new areas that are revealed will have the resources. I am running fine without RSO with the trigger file and i know RSO makes the ores and fluids rarer. Even without it its normal not to have any oil or fissure(n...
- Sat Jul 23, 2016 12:42 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405780
Re: Bugs & FAQ
Is it wanted that the iron and copper hydro refining only needs water and not purifide water aund that it isnt producing flotation waste water, because so you need to use petrolium to sulfur acid? I dont think so. Also right now, the problem is too much sulfur production, i am literally shotguning ...
- Sat Jul 23, 2016 12:23 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572756
Re: Development and Discussion
Great mod - really enjoying the added complexity that all the refining produces. However, I'm having a real problem getting iron production to any reasonable level[1]. I just got thermal refining and have what seems like the right setup there (two floatation cells -> two leeching plants -> one ther...
- Fri Jul 15, 2016 12:11 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343611
Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.0 - (Formally Bio-Farm)
Hrm changing the temp to 25 seems to have worked just fine. I didnt even notice the temp was set to -200. Seems like a minor fix to a mostly random design realism attempt.
- Thu Jul 14, 2016 11:11 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343611
Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.0 - (Formally Bio-Farm)
For some reason i cant get the bioreactor to input liquid CO no matter how i try to input it,either by direct building transfer or by pipe.The CO is being produced but not going into the reactor
- Thu Jul 07, 2016 3:44 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 169428
Re: [0.13.x] Bob's Mods: General Discussion
Did lead and Nickel ore seperate again? I can back after some 12.28 Main version so its been some time
- Tue Jul 21, 2015 6:41 pm
- Forum: Mods
- Topic: [discontinued][0.11.x - TreeFarm - Addon] AlienPlant
- Replies: 45
- Views: 60969
Re: [0.11.x - TreeFarm - Addon] AlienPlant
any plans to update to .12? Any news about it will be nice and thanks for the nice mod