Search found 224 matches
- Mon May 13, 2019 7:45 am
- Forum: Show your Creations
- Topic: Angels Ore Processing Mk1
- Replies: 8
- Views: 3539
Re: Angels Ore Processing Mk1
I typically try to avoid buffering items except at I/O locations for bulk transport (typically trains). A large part of my factory design philosophy is the idea that if I cannot provide enough material for a machine array to be running constantly, I need to upgrade the production for that material. ...
- Mon May 13, 2019 1:47 am
- Forum: Show your Creations
- Topic: Angels Ore Processing Mk1
- Replies: 8
- Views: 3539
Re: Angels Ore Processing Mk1
I have a suspicion that the ferrous and cupric routes may be very useful for players who do something like what I prefer to do with ore processing: using a complex sorting belt array and exploiting the prioritization ability of splitters to prioritize ore input from mixed ore sorting (after refineme...
- Sat May 11, 2019 8:18 pm
- Forum: Show your Creations
- Topic: Angels Ore Processing Mk1
- Replies: 8
- Views: 3539
Re: Angels Ore Processing Mk1
Regarding ferrous and cupric sorting, the utility may vary. The most obvious benefit is that they provide you with one pure ore per mixed ore (none wasted as slag) without having to go as far as thermal refining. However, the ratios resulting from the process can be inconvenient. I have found an exc...
- Tue May 07, 2019 1:18 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3755
- Views: 885370
Re: Bugs & FAQ
I just tested electrode assembly and it works perfectly fine.

It is worth noting that I have the full suite of Angel's mods and Bob's mods installed. I cannot attest to the behavior of the recipe if you lack any of those mods.

It is worth noting that I have the full suite of Angel's mods and Bob's mods installed. I cannot attest to the behavior of the recipe if you lack any of those mods.
- Mon May 06, 2019 1:24 am
- Forum: Show your Creations
- Topic: My very first Factory
- Replies: 4
- Views: 2118
Re: My very first Factory
I cannot tell from the image if you are doing this already, but in case you are not: Connecting the output chest of each assembler to the associated inserter with a circuit wire (red or green, either is suitable) is generally a better way to limit production than just limiting the inventory space of...
- Fri May 03, 2019 2:15 am
- Forum: Mods
- Topic: MOD [ 0.17.x/0.18.x] Bio-Industries
- Replies: 591
- Views: 260515
Re: MOD [ 0.17.x] Bio-Industries
I am unsure if you are aware yet, but in case you are not: Bio Industries currently needs an update after the 0.17.35 update. Currently, the mod will prevent the game from loading because references to "player" were changed to "character" in the base game.
- Wed May 01, 2019 11:33 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 141512
Re: [0.17.x] Bob's Mods: General Discussion
I'm sorry but when I see wires on belts something scream "waste of belts" and I run away ;) I'm usually using 5 electronic making machines in pyramid shape with output on sides directed to top/bottom. Don't have screenshot on hand atm. I designed the array so that I can use regular insert...
- Wed May 01, 2019 5:14 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 141512
Re: [0.17.x] Bob's Mods: General Discussion
https://i.imgur.com/YPRTnG9.jpg I just thought I'd share the compact setup I'm using for basic electronic boards. Easily tileable; six of the arrays (two are pictured) will almost fill one side of a grey belt; simple modifications to the output inserters to drop on the opposite side of the belt all...
- Wed May 01, 2019 2:50 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3772
- Views: 1085628
Re: Development and Discussion
Whether oil and natural gas are used roughly the same amounts in-game partly depends on your factory. If the change is intentional (at least with default settings; I can see no reason for the enormous discrepancy in the RSO values), perhaps it is intended to encourage players to use Bio Processing a...
- Tue Apr 30, 2019 5:24 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3772
- Views: 1085628
Re: Development and Discussion
isnt it basically same "stuff" just in different form. Oil and natural gas are not the same substance. Both are primarily composed of molecules classed as hydrocarbons, and both are major inputs for petrochemical processes, but they are not the same substance in different states. Natural ...
- Fri Apr 19, 2019 11:08 am
- Forum: Energy Production
- Topic: Optimized Steam Engine Setup
- Replies: 316
- Views: 204659
Re: Optimized Steam Engine Setup
Well, that makes a lot more sense.
- Fri Apr 19, 2019 10:28 am
- Forum: Energy Production
- Topic: Optimized Steam Engine Setup
- Replies: 316
- Views: 204659
Re: Optimized Steam Engine Setup
Seeing this old thread is quite a surprise. I did not realize the change to boilers and steam engines occurred over four years ago; I recall playing when the pumps:boilers:engines ratio used to be 1:14:10.
- Sun Dec 23, 2018 2:43 pm
- Forum: PyMods
- Topic: pY Industry - Discussion
- Replies: 245
- Views: 77593
Re: pY Industry - Discussion
I don't think it's fair to expect everyone to use the high-resolution graphics settings. A lot of people can't afford a computer which can run games with mods and good graphics. The solution to a (minor, but still noticable) bug shouldn't be "use high-resolution graphics if you want it to work&...
- Sat Dec 22, 2018 1:52 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1508
- Views: 314248
Re: pY Raw Ores Discussion
Something which I recall from playing heavily-modded Minecraft is that it is apparently possible for lag to be caused by having too much RAM allocated (and I have some anecdotal evidence to support this). If Factorio is taking up 6.4gb of RAM try to just allocate 7gb (if that's possible of course; I...
- Sun Dec 16, 2018 5:35 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1508
- Views: 314248
Re: pY Raw Ores Discussion
One thing I have a problem with in Raw Ores (with the rest of the Pyanodon mods installed) is sodium aluminate. The only way to obtain it requires 300 aluminium pulp 4 for each individual sodium aluminate item. This translates to either 150 aluminium ore, or (as a byproduct of nickel processing 3, w...
- Sat Dec 15, 2018 12:26 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1784
- Views: 461232
Re: pY Coal Processing - Discussion
Not working, willjst wait till a compatible mod is provided.. not in a rush. thnx As far as I can gather from what I've seen on these forums lately, compatibility with Bob's mods was removed deliberately to make the Pyanodon suite fully independent, meaning you're not going to get compatibility re-...
- Wed Dec 12, 2018 1:53 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1508
- Views: 314248
Re: pY Raw Ores Discussion
Apologies if there's a separate bug report thread, but I can't seem to find one. Anyway; titanium pulp 6 is made exclusively from titanium pulp 6 (it's unobtainable, basically), and titanium pulp 5 has no use. I am assuming that the (500 titanium pulp 6 ==> 100 titanium pulp 6) is actually intended ...
- Tue Dec 11, 2018 6:39 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 65951
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
If you have the full suite of Angel's mods, Bob's mods, and MadClown's addons, thorium and platinum do have uses. Thorium is used as a nuclear fuel option, and platinum is only used in ore form for a new catalyst which is used for a few recipes. I can't confirm anything for cases where you don't hav...
- Thu Dec 06, 2018 3:27 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 94880
Re: [MOD 0.15] AAI Industry
There seems to be an issue with the mod when Bob's mods are installed, and the inserter overhaul is enabled. There are duplicate unlocks for the express inserters and express filter inserters are researched in the "Automation 2" and "Filter Inserters" research nodes (respectively...
- Thu Dec 06, 2018 9:46 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 256858
Re: [0.16.x] Bob's Mods: General Discussion
I will report it to the AAI developer. It's probably because AAI modifies a few things at the beginning of the tech tree, but doesn't account for whether the inserter overhaul is being used.