Search found 51 matches

by Pandamonium
Mon Apr 18, 2016 12:14 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 184727

Re: [MOD 0.12.27+] SmartTrains 0.3.81

30ms is bad. There must be something wrong i guess. How many trains, lines, smart train stops do you have? How many lines have the signal and signal value rules? 20 trains, about 13 lines and currently 46 stations They all use signals EDIT/UPDATE: I changed the following settings, and it seems to h...
by Pandamonium
Sun Apr 17, 2016 12:46 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 184727

Re: [MOD 0.12.27+] SmartTrains 0.3.81

SmartTrains seems to lagging my game out.

any idea why?

http://i.imgur.com/qizYAZj.png
by Pandamonium
Wed Apr 13, 2016 10:33 am
Forum: Show your Creations
Topic: Outpost status display
Replies: 12
Views: 17952

Re: Outpost status display

XKnight wrote:Ok, if you want to share bits inside each signal you can do it at least effectively:
viewtopic.php?p=127288#p127288
That method only works for a single signal though right?
or can it work to power lights like the original post?
by Pandamonium
Sat Apr 09, 2016 7:38 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 184727

Re: [MOD 0.12.27+] SmartTrains 0.3.81

I can't seem to get "Go to station #" working, or maybe I'm interpreting the functionality wrong. In the below example. I want the train to always go back to the factory (Station 3) from both Iron and Copper (Station 1 and 2). I can get via signal value at factory to depart to correct stations, but ...
by Pandamonium
Wed Jul 22, 2015 12:55 pm
Forum: Duplicates
Topic: [0.12.0] Rotating blueprint crashes game.
Replies: 3
Views: 4296

[0.12.0] Rotating blueprint crashes game.

Rotating my mining outpost blueprint crashes game.

I've attached the save at the point in which I'm about to place the blueprint (mining outpost blue print in inventory).
by Pandamonium
Wed Jul 22, 2015 12:48 pm
Forum: Mods
Topic: [MOD 0.12.11+] Blueprint String
Replies: 131
Views: 102482

Re: [MOD 0.12] Blueprint String

Please report any strings that do! Trying to place blueprints when the mod is turned on causes the game to crash. (was trying to place this blue print at the time) H4sIAAAAAAAA/6Vb7W7iWgx8laq/yQrnk6jiWSoWcruR0gQlQdoV4t1vKFBU8Dk5M/6deDK2x+OT0O66l6bbbpqX9/Wxasd6rKthfTy2m89q/frfZhijsd+0 w77rx+h31Yyvi3...
by Pandamonium
Sat Jul 18, 2015 3:26 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 102222

Re: Version 0.12.0

FactorioBot wrote:
  • All turrets are now 4x4; laser turrets are 4x more expensive and powerful, gun turrets are 2x more expensive
Ummm... does that mean whilst lasers are the same "effectiveness", now gun turrets are half as powerful? (double the size, but not any more powerful)
by Pandamonium
Wed Jul 15, 2015 11:44 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 121468

Re: [0.11.x][v0.1.5] Bob's Warefare mod

bobingabout wrote:New update to 1.5
New better night vision, modular solar panels, and turrets I think.
Is there a way to enable these in an existing game?

EDIT: Ignore me... found it.... :oops:
by Pandamonium
Tue Jul 14, 2015 4:23 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 77630

Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Hi Bob,

I've just started playing your mods after seeing it here.

I'm a little lost when it comes to the multi coloured alien artifacts, what are they used for?
by Pandamonium
Mon Jan 27, 2014 5:29 am
Forum: Balancing
Topic: [0.8.8] Basic Accumulator energy balance
Replies: 3
Views: 4915

Re: [0.8.8] Basic Accumulator energy balance

Output/Input is 300W and capasity 5kJ. They could discharge under 17 seconds if you got enough consumption. Disconnecting steam engines will help. Hmm... you're right, disconnecting the steam power seems to make the display showe higher kW output on the accumulators. This UI for solar energy is tot...
by Pandamonium
Mon Jan 27, 2014 2:34 am
Forum: General discussion
Topic: New here, some questions/sugestions
Replies: 2
Views: 3128

Re: New here, some questions/sugestions

FreeER wrote:1. 4+ (+ is artists/musicians), yes: http://www.factorio.com/contact
don't forget the bug hunting hedgehog!
by Pandamonium
Mon Jan 27, 2014 2:31 am
Forum: Show your Creations
Topic: I'm sorry
Replies: 2
Views: 4762

I'm sorry

I'm sorry Connor;
I think I created Skynet
by Pandamonium
Mon Jan 27, 2014 1:40 am
Forum: Balancing
Topic: [0.8.8] Basic Accumulator energy balance
Replies: 3
Views: 4915

[0.8.8] Basic Accumulator energy balance

The balance between accumulator storage capacity and transfer rate is very off, I mean VERY off. I have some pictures below which will illustrate what I'm about to say. Currently, at FULL discharge, I would only use up about 18kW, but with 8.6MJ storage it works out to be about 10%. Which means the ...
by Pandamonium
Sun Jan 26, 2014 12:13 pm
Forum: General discussion
Topic: Question on Modular Armor
Replies: 7
Views: 5113

Re: Question on Modular Armor

Pickle wrote:I find the lasers to be useless compared to Destroyer Capsules.
I just tried it out.

You're right, very right.
These Destroyer Capsules are amazing.

change to this setup now.

Kite, Kite, Kite
by Pandamonium
Sun Jan 26, 2014 10:07 am
Forum: Ideas and Suggestions
Topic: Logic System Storage
Replies: 0
Views: 2846

Logic System Storage

At the moment when you hover over storage chests you have a menu on the right side which shows total item count in your logic system storage. I think we should get a button which opens it up much like the Energy/Productivity screens. Reason being... the stuff doesn't fit on my screen and cuts short ...
by Pandamonium
Sun Jan 26, 2014 6:19 am
Forum: General discussion
Topic: Question on Modular Armor
Replies: 7
Views: 5113

Re: Question on Modular Armor

I find the lasers to be useless compared to Destroyer Capsules. This is my current setup. I recently removed a shield and added the second reactor. I'm still trying to figure out the right balance of power versus shields so that everything works at the same time. I noticed you don't have any batter...
by Pandamonium
Sun Jan 26, 2014 2:13 am
Forum: Ideas and Suggestions
Topic: [0.8.8] construction bots behavior
Replies: 2
Views: 581

[0.8.8] construction bots behavior

I wanted to attach the save file, so you can see exactly what I mean. But forum only allows 3Mb, and a zipped save file is over 12Mb. If anyone knows of a good way to do this, please feel free to comment. I have testing multiple scenarios and all lead to the same result. 1. Construction bots will fl...

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