Search found 174 matches
- Sat Sep 24, 2016 2:21 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 600484
Re: Accumulator / Solar panel ratio
original ratio guess = 0.84 ... original solution: 70 solar to every 100 accumulators 0.85 solution: 70.9(71) to every 100 accumulators is 0.8508 pretty close...honestly it's so minor that 7 to every 10 should be fine even if 0.85 is right. this is quick programming there is problems...if it can't ...
- Thu Sep 22, 2016 8:58 pm
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 22739
Re: [MOD 0.14.x] UPS-up
1: The output of my furnace setup is not even half of what it was before I installed the mod even though there is more than enough supply and demand. I use electric furnaces with 2 lvl3 speed mods and every furnace is reached by 8 beacons with 2 lvl3 speed mods each. This will be fixed with the rel...
- Thu Sep 22, 2016 1:09 pm
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 22739
Re: [MOD 0.14.x] UPS-up
"-Fixed a bug where changes made to the config did not get registered" I just tested but nothing has changed for me. i.e. the crafting speed is reset to default (as it did before this change) but all machines still work in intervals and the gui still shows that all options are turned on wh...
- Wed Sep 21, 2016 10:45 pm
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 22739
Re: [MOD 0.14.x] UPS-up
may you upload your savegame? I'd like to take a look at that. Edit: Did you try the Debug button? that should resolve the problem that the config does not get updated until i find a proper fix, however pls upload the bugged save ;) I'll try that. In the mean time, here is my save file. https://we....
- Wed Sep 21, 2016 4:07 pm
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 22739
Re: [MOD 0.14.x] UPS-up
2 bugs: 1: The output of my furnace setup is not even half of what it was before I installed the mod even though there is more than enough supply and demand. I use electric furnaces with 2 lvl3 speed mods and every furnace is reached by 8 beacons with 2 lvl3 speed mods each. 2: When I change the set...
- Wed Sep 21, 2016 12:42 pm
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 11569
Re: [MOD 0.14] Personal Roboport Switch
I've got this error upon loading my save: /src/main.lua:79: Attempt to index field '?' (a nil value) And I've found the cause. You are iterating through the deactivated networks in reversed order but you did not specify a step size in your for-loop of -1. I don't know if you forgot it or you assumed...
- Tue Sep 20, 2016 9:58 pm
- Forum: Mods
- Topic: [0.12.0] Bulldozer
- Replies: 11
- Views: 11149
Re: [0.12.0] Bulldozer
I second it.steinio wrote:How about an update to 0.14 please?
As a work around, manually changing the version number in the info.json file works.
- Sat Sep 17, 2016 12:24 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 320
- Views: 151638
Re: [MOD 0.13.8+|0.14.x]Helmod: Assistant to plan its base.
@Jupiter 1) Transport by belt, robot, train, we have lot of container, perhaps is better to add a new tab for that would love that 2) For the ratio factory/beacon is important for the power calculation and the combo is even more important, it's for ingredients calculation for me i have factory/beac...
- Fri Sep 16, 2016 11:51 pm
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 11569
Re: [MOD 0.14] Personal Roboport Switch
Hej, Can you make some functionality that lets me use ONLY my own personal roboport and not that of my network? This will come in handy if I'm constructing something small or experimenting with an 8-belt balancer or something so the materials don't have to come from a mile away which takes ages. Or ...
- Thu Sep 15, 2016 11:30 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 320
- Views: 151638
Re: [MOD 0.13.8+|0.14.x]Helmod: Assistant to plan its base.
Hej Helfima, I love your mod. I am planning out my first base with it and I thought of some suggestions. It would be handy if you would show how many belts (user picks which kind) I need to transport all my good around. With your mod I calculated that I need 9.5k of green circuits per min but then I...
- Sat Sep 10, 2016 11:36 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 86894
Re: [MOD 12.11+] Train Outposts
Hi Richie,
Your mod is precisely what I need. Will it be updated to be compatible with version 0.14 anytime soon? If yes then I'll wait before starting a new game
Your mod is precisely what I need. Will it be updated to be compatible with version 0.14 anytime soon? If yes then I'll wait before starting a new game
- Sat Sep 10, 2016 10:45 am
- Forum: Mods
- Topic: [MOD 0.16] Useful Map Colors
- Replies: 19
- Views: 10158
Re: [MOD 0.13.x+] Useful Map Colors
Electricity-related things are yellow; oil/chemical stuff are dark purples; turrets are bright green; assemblers, belts, and inserters are colored appropriately; electric miners are sea-green; furnaces are orange; roboports are violet; beacons are magenta; oil wells are very dark red; pumpjacks are...
- Tue Sep 06, 2016 2:15 pm
- Forum: Gameplay Help
- Topic: Getting past mid-game
- Replies: 17
- Views: 15954
Re: Getting past mid-game
Woah, that is some megabase. It's big but it doesn't have to much capacity for its size. Smelting uses steel furnaces and no beacons. I have in my base more smelting capacity (1.8 times for copper and about the same for iron) with just half the buildings. 700k copper/hour seems a lot but I've seen ...
- Mon Sep 05, 2016 10:02 pm
- Forum: Gameplay Help
- Topic: Getting past mid-game
- Replies: 17
- Views: 15954
Re: Getting past mid-game
Here is how I approached my first game. I watched a lot of let's plays before it so I already had an idea of how one might organize a base but that's not really necessary though it helps to have at least SOME idea. I use a main bus but not like other people (in this thread) do with putting multiple ...
- Fri Sep 02, 2016 8:36 pm
- Forum: General discussion
- Topic: Productivity module examination
- Replies: 14
- Views: 6050
Re: Productivity module examination
... This amount of Energy needs solar panels. And for every 100 panels i have 90 accus and like 1 roboport and 10 substations. I think you can remove or add small things and it wont change much at this point. Although you need 59010 solar panels lol. 59010 panels seems too low. May it is enough if ...
- Mon Aug 15, 2016 2:52 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40215
Re: [MOD 0.13.x]MagneticFloor 0.1.4
Well, you need to keep in mind that the combination of multiple leg modules + concrete floor + blue belt to run on allows you to go pretty fast already. And there are mods that simply allow you to teleport. So that's what you're up against. And we have cars and trains to transport us around of cour...
- Mon Aug 15, 2016 12:26 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40215
Re: [MOD 0.13.x]MagneticFloor 0.1.3
Great work! Keep it up. I didn't even know your mod has a tutorial. It's the first mod that I know of that has one (but I never even looked at big mods like bobs and dims, they might have one) I don't know how good it is to be honest. It's certainly more comprehensive and comes with more pictures t...
- Sun Aug 14, 2016 6:19 pm
- Forum: Mods
- Topic: [MOD 0.13.x]MagneticFloor 0.1.6
- Replies: 65
- Views: 40215
Re: [MOD 0.13.x]MagneticFloor 0.1.3
Version 0.1.4 is out! Finally! Check the mod portal. Unfortunately, no migration code from 0.1.3 to 0.1.4. If you built an accelerator, you have to remove it and build it again. Anyway, accelerators now required POWER to work! In fact, that's the only game visible change(other than the charge nerf)...
- Thu Aug 11, 2016 7:27 pm
- Forum: Gameplay Help
- Topic: Laboratory belt loop
- Replies: 16
- Views: 8285
Re: Laboratory belt loop
The advantage of a looped belt over a straight line belt is in case of shortage in which there arent enough flasks produced it will give all labs continuously an almost chance to get a flask of the belt and keeps all labs running for a long as possible instead of having the last lab in the line &qu...
- Tue Aug 02, 2016 12:28 am
- Forum: Mods
- Topic: [MOD 0.13] Copy settings tool - copy once, paste multiple
- Replies: 31
- Views: 11201
Re: [MOD 0.13+] Copy settings tool - copy once, paste multiple
So I tried with train stops and trains schedules. Train stops works but not train schedule, because till now I only pasted on buildable entities. I changed this and now it works also on train settings. I filtered out rails in order to easily select-copy train stops or trains, because otherwise it w...