Search found 117 matches

by terror_gnom
Wed Apr 05, 2017 9:18 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219013

Re: Bugs & FAQ

Yep, I just updated all mods.Is there a way to force it in?
If it helps: Heres the Mods and Savefile
by terror_gnom
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...
by terror_gnom
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?
by terror_gnom
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?
by terror_gnom
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)
by terror_gnom
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"
by terror_gnom
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 :P
by terror_gnom
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 ;)
something like this
by terror_gnom
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 ;)
by terror_gnom
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...
by terror_gnom
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...
by terror_gnom
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.
by terror_gnom
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: ...
by terror_gnom
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 :)
by terror_gnom
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 :(
by terror_gnom
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
by terror_gnom
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)
by terror_gnom
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 :P
by terror_gnom
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
by terror_gnom
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

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