Yep, I just updated all mods.Is there a way to force it in?
If it helps: Heres the Mods and Savefile
Search found 117 matches
- Wed Apr 05, 2017 9:18 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1219013
- Wed Apr 05, 2017 12:17 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1219013
Re: Bugs & FAQ
Hi, I cant Build a Sintering Oven MK1. It just doesnt show up in the crafting Menu. MK 2-4 are listed. If I try to craft a MK2, the game states "not enough ingredients" Another thing: The Blast Furnace MK2 is the only Tier2 Machine that takes Aluminium. Is this on purpose? *edit* can´t cho...
- Mon Apr 03, 2017 10:35 am
- Forum: General discussion
- Topic: Unsolved mysteries
- Replies: 18
- Views: 7656
Re: Unsolved mysteries
Maybe some data about different train accelerations and speeds depending on the number and placing of locos and cargowagons?
- Thu Feb 02, 2017 9:49 pm
- Forum: Gameplay Help
- Topic: Unexplore the world again
- Replies: 5
- Views: 1714
Re: Unexplore the world again
Does that command clear the chunks so changed resource settings will affect them when rediscovering?
- Fri Jan 27, 2017 1:14 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 412
- Views: 246557
Re: Performance optimization - post your saves
Hi,
heres my safe, it runs at roughly 40 UPS on a i5 6600k with 16gb ddr4 2800mhz ram.
It gets worse if the safe runs for some time (poorly I did shut down the factory in the meantime and installed ups up, so it came back to 60)
heres my safe, it runs at roughly 40 UPS on a i5 6600k with 16gb ddr4 2800mhz ram.
It gets worse if the safe runs for some time (poorly I did shut down the factory in the meantime and installed ups up, so it came back to 60)
- Tue Jan 24, 2017 9:58 am
- Forum: Gameplay Help
- Topic: Train acceleration and speed
- Replies: 7
- Views: 6999
Re: Train acceleration and speed
Thank you, so I´ll do some tests of my own. I just hoped, there are some (known) formulas to to see how the numbers changes and finding a "sweet spot"
- Mon Jan 23, 2017 6:26 pm
- Forum: Gameplay Help
- Topic: Train acceleration and speed
- Replies: 7
- Views: 6999
Re: Train acceleration and speed
Thanks I know those tests, but it doesnt help me, how much cargo wagons a 3-x-3 can handle I hoped, the devs did post something or anyone who knows how checked it in the gamefiles
- Mon Jan 23, 2017 9:00 am
- Forum: Resource Spawner Overhaul
- Topic: RSO Configs thread
- Replies: 19
- Views: 17004
Re: RSO Configs thread
Hi
is there a way to "cluster" resources? I want a map with few "areas" where resources spawn, but if it spawns something, there should be a lot of different stuff close by
is there a way to "cluster" resources? I want a map with few "areas" where resources spawn, but if it spawns something, there should be a lot of different stuff close by
something like this
- Mon Jan 23, 2017 8:45 am
- Forum: Gameplay Help
- Topic: Train acceleration and speed
- Replies: 7
- Views: 6999
Train acceleration and speed
Hi,
is there any known formula to calculate the topspeed and acceleration of trains?
Google didnt help much for long trains I´ll probably need more than 2-6-2
is there any known formula to calculate the topspeed and acceleration of trains?
Google didnt help much for long trains I´ll probably need more than 2-6-2
- Sat Aug 27, 2016 12:48 pm
- Forum: Implemented Suggestions
- Topic: Inserters shouldn´t work without "output"
- Replies: 6
- Views: 2044
Re: Inserters shouldn´t work without "output"
It's sometimes useful to make an inserter chain, where one inserter hands the item right into the next (without a sink in between). That would not work any longer if the inserter required an entity at the end point. I considered the pickup place of an Inserter as sink ;) so it wouldnt change. A sin...
- Sat Aug 27, 2016 12:42 pm
- Forum: Implemented Suggestions
- Topic: Inserters shouldn´t work without "output"
- Replies: 6
- Views: 2044
Re: Inserters shouldn´t work without "output"
My problem is less the actual construction, but the ongoing problems when biter blow up my turrets which are supported by burner inserters (therefor its a mixed belt of coal and ammo). Sometimes, when a turret gets destroyed, the inserter picks up a piece coal and tries to insert it into the ghostim...
- Sat Aug 27, 2016 11:41 am
- Forum: Implemented Suggestions
- Topic: Inserters shouldn´t work without "output"
- Replies: 6
- Views: 2044
Re: Inserters shouldn´t work without "output"
I didn´t explain it clearly: It shouldn´t check if there´s space (eg on a belt or chest) but if there is a possible sink. That way, it wont change much for running setups. If 2 Inserters try to work on the same sink, the game wont change.
- Sat Aug 27, 2016 7:39 am
- Forum: Implemented Suggestions
- Topic: Inserters shouldn´t work without "output"
- Replies: 6
- Views: 2044
Inserters shouldn´t work without "output"
Hi, I´m mildly annoyed by the Inserter behaviour. I´m supporting my defensives by burner inserters with a mixed belt of coal and ammo. Each time a turret gets blown up, my robots replace it, but that damn inserter is holding a piece of coal for the turret and therefor gets stuck :( Possible change: ...
- Tue Aug 23, 2016 4:28 pm
- Forum: Ideas and Suggestions
- Topic: 0.13.4 Add logistic train arms
- Replies: 14
- Views: 3944
Re: 0.13.4 Add logistic train arms
You can load 24 different Items in a Train using longhanded inserters And thats probably sufficent
- Tue Aug 23, 2016 4:30 am
- Forum: Ideas and Suggestions
- Topic: Wire color based signal input selector (for virtual signals)
- Replies: 4
- Views: 1533
Re: Wire color based signal input selector (for virtual signals)
I did suggested the same thing, but was totaly ignored
- Sat Aug 13, 2016 9:56 pm
- Forum: Ideas and Suggestions
- Topic: wait condition "park"
- Replies: 4
- Views: 1971
Re: wait condition "park"
you can just add circuit condition (without any signal in the comparison) and the train will wait infinite You dont need to wire the station to anything either
- Sat Aug 06, 2016 7:27 am
- Forum: Ideas and Suggestions
- Topic: A better Way to Built Electric Network / New way of connecting to electricity
- Replies: 12
- Views: 4408
Re: A better Way to Built Electric Network / New way of connecting to electricity
My possible solution was to name the electrical networks. When you start dragging a powerpole from a existing network, it will only connect to poles within the same network. To start a new network, you need to rename an unconnected pole (or a pole seperated by a switch)
- Tue Aug 02, 2016 11:41 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: high-speed producting: Stack inserter speed and input limits
- Replies: 21
- Views: 28823
Re: high-speed producting: Stack inserter speed and input limits
In my setup even 3 fast inserter caused stalling (but way less frequent than 1 stack inserter). I needed bufferchests everywhere and then it worked^^ I posted it as a bug but the reply was: We know about it, not a bug. Use Bufferchests
- Sun Jul 31, 2016 8:21 am
- Forum: Bob's mods
- Topic: Inserter-Mod without function?
- Replies: 2
- Views: 1422
Re: Inserter-Mod without function?
Found it Thank you very much
- Sun Jul 31, 2016 12:28 am
- Forum: Bob's mods
- Topic: Inserter-Mod without function?
- Replies: 2
- Views: 1422
Inserter-Mod without function?
Hi, I cant change anything on the Inserters. I thought there should pop up a gui, but I cant find it Research is done but I can still only build the vanilla Inserters Will there be a fast longhanded version?
Greets
Greets