Search found 114 matches

by iamwyza
Sat May 20, 2017 8:26 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 92630

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.7

Is it possible to make it so that if multiple things are sent to a requestor that it will function to pick the thing with the largest request? I have a complex set of combinators that comes close, but It'd be nice to be able to just calculate that I need 50k of Iron, 30k of copper, and 10k of coal,...
by iamwyza
Sat May 20, 2017 3:50 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 92630

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.7

Is it possible to make it so that if multiple things are sent to a requestor that it will function to pick the thing with the largest request? I have a complex set of combinators that comes close, but It'd be nice to be able to just calculate that I need 50k of Iron, 30k of copper, and 10k of coal, ...
by iamwyza
Fri May 19, 2017 3:34 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 160093

Re: [0.15.x] Bob's Mods: General Discussion

Fuel cost goes from 3.6MJ at 0.5 efficiency and goes down to 2.25MJ with top tier boiler Unfortunately, the efficiency actually goes down because it heats the water to a higher temperature. Although this is good for steam engines, it's wasted energy if you're just going to condense it again. The ba...
by iamwyza
Thu May 18, 2017 12:10 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 160093

Re: [0.15.x] Bob's Mods: General Discussion

Is it normal that power armor MK2 science is way more expensive then MK3 to MK5? MK2 costs 400 of each science packs while MK3 is 200, mk4 is 250 and mk5 is 300... I think this is just a result of Bob not having gotten to balancing 0.15 yet entirely. There are several areas where the cost of MK1-2/...
by iamwyza
Tue May 09, 2017 5:35 am
Forum: Bob's mods
Topic: [Bug?} Train Inventory Wait Condition Full
Replies: 1
Views: 348

[Bug?} Train Inventory Wait Condition Full

Is there a known issue where the wait condition for full inventories of trains won't work when vehicle equipment grids are enabled via bobs?
by iamwyza
Sun Oct 09, 2016 12:55 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3073
Views: 512404

Re: Development and Discussion

With the new big liquid tank mod, if you already have researched the fluid handling and then add the mod, you don't get the tank as an option to build. Is there a commandline fix for that?
by iamwyza
Wed Sep 21, 2016 8:02 pm
Forum: News
Topic: Scheduled service maintenance - September 22, 7:00 am UTC
Replies: 4
Views: 3070

Re: Scheduled service maintenance - September 22, 7:00 am UTC

So the forum and wiki run on a separate database then? Well, I am mere programmer, not a system admin. This is not uncommon. This forum runs on PHPBB, so it's entirely likely it runs on it's own DB. The wiki also probably runs MediaWiki, which again is going to have it's own DB. I imagine the main ...
by iamwyza
Tue Sep 20, 2016 3:47 pm
Forum: Bob's mods
Topic: No new ores
Replies: 14
Views: 2296

Re: No new ores

THE MOD MAKER DISABLED COBALT ORE, EVEN THOUGH YOU NEED IT TO CRAFT ESSENTIAL ITEMS! ENABLE ALL ORES IN THE CONFIG BEFORE YOU START AND MAKE SURE THEY ACTUALLY SPAWN! He's already answered you in the other thread you were raging on that it's a simple recipe from copper to get cobalt oxide. Bob does...
by iamwyza
Thu Sep 01, 2016 3:08 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 95
Views: 21903

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Is this ready to go with .14 if I just change out the factorio version # in the info.json?
by iamwyza
Wed Aug 31, 2016 11:39 pm
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 427
Views: 79881

Re: [0.14.x] Bob's Mods: General Discussion

On the one hand. I have this "all the equipment in the game" desire so I can have a tank with a MK4 Fusion Reactor with MK6 shields and Laser Defenses out the wazoo. On the other hand, OP. (of course MK5 Armor + the above is already powerful so....) I know there are already mods that do it now, but ...
by iamwyza
Fri Aug 26, 2016 10:54 pm
Forum: Releases
Topic: Version 0.14.1
Replies: 19
Views: 18368

Re: Version 0.14.1

Experimental? 2 times a day? You're sure? Anyway - even if you have no quality / testing department at all - well the this is alpha / fast / beta / what ever you call it - it's top ace. Dear devs - please don't misuse the crowd - your game is awesome - guess how long it is if the word spreads? Woul...
by iamwyza
Fri Aug 26, 2016 10:51 pm
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 795
Views: 720889

Re: Factorio Roadmap for 0.15 + 0.16

So i guess factorio is a somewhat frozen stable 11.x with some train fixtures. OK - great! Factorio 2.0 will be in space - manufacturing colony ships (gene pool?) with intelligent fliing 3D robots. Let me guess factorio 3.0 is a single manned survival in 3D building some spaceship for part 4? Bitte...
by iamwyza
Fri Aug 26, 2016 9:26 pm
Forum: Releases
Topic: Version 0.14.1
Replies: 19
Views: 18368

Re: Version 0.14.1

I don't care about MP but i'm sure your QM sucks badly. On the other hand - great game, maybe one release per week would be enough? Experimental Branch releases are often many and frequent, that's why it's called the experimental branch. If you want fewer slower updates, use the stable branch (whic...
by iamwyza
Fri Aug 26, 2016 8:14 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 22378

Re: Suggestion: Control train speed because portable roboport

:idea: Suggestion: With the addition of roboports being able to work in trains, could we get a track piece that limits the speed of the train or able to set a speed limit on a piece of regular track that would change in appearance if it changes a train's speed? This would allow us to have a loop fo...
by iamwyza
Fri Aug 26, 2016 6:42 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 68287

Re: [0.13.x] Bob's Mods: General Discussion

WIth .14's equiment grids for vehicles. It'd be fantastic all the MK2+ vehicles added by Bob's would also increase the size of the equipment grid. (Want to build a God Tank)
by iamwyza
Fri Aug 26, 2016 3:27 pm
Forum: Releases
Topic: Version 0.14.0
Replies: 58
Views: 48833

Re: Version 0.14.0

This invalidates all the mods for old version automatically, it might be little annoying, but it solves a lot of trouble. Only on a modding point of view, there is not much difference between 0.14.0 and 0.13.18 than between 0.13.17 and 0.13.18 . So why this need to reset ? You did not force us to r...
by iamwyza
Tue Aug 23, 2016 1:25 am
Forum: News
Topic: Friday Facts #152 - Team production challenge
Replies: 46
Views: 14211

Re: Friday Facts #152 - Team production challenge

That may have come across too harsh. I apologize. But yes, thankfully they aren't changing directions there :).
by iamwyza
Tue Aug 23, 2016 12:31 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 68287

Re: [0.13.x] Bob's Mods: General Discussion

They are hard to see and I think pretty spreadout/rare with RSO Amen, the default spread for them feels less than even Oil on standard RSO. I could cover 5 MK5 radar widths of map both North/South and East/West and only find, possibly, 2 patches. One thing you could use is the "Map Labels" mod whic...
by iamwyza
Tue Aug 23, 2016 12:29 am
Forum: News
Topic: Friday Facts #152 - Team production challenge
Replies: 46
Views: 14211

Re: Friday Facts #152 - Team production challenge

Hello there Kovarex and Team, I have been following your game since 2 years and all I can say its really awesome! I appreciated the steam release and loved version 0.13. I bought it on your website and played for at least 300 hours. I ragret nothing. But now 2 things ocurr to me, which have been pr...
by iamwyza
Mon Aug 22, 2016 5:07 pm
Forum: Bob's mods
Topic: Greenhouse generates "grow trees" items, fills output, halts
Replies: 6
Views: 2101

Re: Greenhouse generates "grow trees" items, fills output, halts

I suggest using the setup Bob provided in the greenhouse thread: https://forums.factorio.com/viewtopic.php?f=51&t=25910 It has worked for me, though I do add 4 circuit connections to it attached to the 4 inserters coming off the wood output chest and attach them to the sappling chest. On the inserte...

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