Search found 361 matches
- Mon May 01, 2017 7:58 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 286266
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
I tried the last version of the demo map (1.2.1) and in this savegame i have the exact same problem! http://imgur.com/DJhlIBR As u can see there is a condition for 4k iron and the 2s inactivity. But the train has already 11k iron but the inserter wont stop. I realy dont know where ths problem is. I...
- Mon May 01, 2017 5:15 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 356410
Re: [0.15.x] Bob's Mods: General Discussion
Honestly though, with all you want to change in my mod, it sounds like you'd be better off telling people to not use it, you seem to want to override pretty much everything. More or less :) I want the complexity you added to the modules, I just feel they are OP with current stats. I want to increas...
- Mon May 01, 2017 5:06 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 286266
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
The tutorial by Nilaus u linked he doesnt have this problem. He has a few chest with more material than he would need connectect with green wire to the train station. Ok so far - the network knows that there is wood. Now he creates a request of 1200 wood with the constant combinator (the only(!) co...
- Mon May 01, 2017 5:03 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 356410
Re: [0.15.x] Bob's Mods: General Discussion
Honestly though, with all you want to change in my mod, it sounds like you'd be better off telling people to not use it, you seem to want to override pretty much everything. More or less :) I want the complexity you added to the modules, I just feel they are OP with current stats. I want to increas...
- Mon May 01, 2017 4:35 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 286266
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
If the 2 seconds of inactivity condition didnt existed, none of this would be required..... Without the 2s rule providers constantly have inserters getting stuck with items in their dirty little hands. And you can disable it if adding ONE combinator is too much effort to you. I know there was a rea...
- Mon May 01, 2017 4:16 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 286266
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1
To get partial loads or multiple items you have to subtract current train inventory (train stop) from the loading list (yellow constant combinator). Look at the demo map. You can see how to properly set up stations there. I reconstruct several tutorials now and have everytime the same problem. LTN ...
- Mon May 01, 2017 4:06 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 356410
Re: [0.15.x] Bob's Mods: General Discussion
A little off topic but... since the settings are global, can I override the default values with a second mod that has the first mod registered as a dependency? Like, make my mod depend on, let say, bob's modules, and on my data.lua set values to the settings? Then my values would be the ones used r...
- Mon May 01, 2017 1:57 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 356410
Re: [0.15.x] Bob's Mods: General Discussion
The error you have encountered with the recipe function is the same error I have in the functions I have in my mods, so after that is fixed by Exasperation (the genius behind the override functions) it should all be fine on that side and it's up to tweaking recipes and overrides again. Until then y...
- Mon May 01, 2017 12:59 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1237163
Re: Bugs & FAQ
snip If you have RSO, it will merge finite and infinite ores, so you have only one setting on map generation and infinite ore will appear in the middle of finite ores patches once you exit your starter area. If you don't have RSO, finite and infinite ores use two different setting at map generation...
- Mon May 01, 2017 12:20 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 121340
Re: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Failing to load due to missing graphics/save_icon,png file
- Mon May 01, 2017 1:50 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 286266
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.0
Error ModManager.cpp:782: Error while loading virtual-signal prototype "LTN-creative-mode_creative-cargo-wagon" (virtual-signal): Couldn't load sprite icon icon from ROOT.virtual-signal.LTN-creative-mode_creative-cargo-wagon Modifications: LogisticTrainNetwork Seems you have some issues w...
- Sun Apr 30, 2017 9:25 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 33271
Re: [0.15] Folks Factorio Fabrications
If you want it to work with FARL please just use another mod that adds grids, like https://mods.factorio.com/mods/Optera/VehicleGrid Ohh, I dont mind. I had FARL there by mistake, I never use it. Multiple times I said myself that I need to remove it after I close the client but I always forget. Now...
- Sun Apr 30, 2017 8:34 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1237163
Re: Bugs & FAQ
Using Steejo/Arumba's mod list (AAI Programmable Vehicles, Add Loader, Advanced Logistics System, Angel's Ores, Angel's Petrochem, ArumbaLights, AutoDeconstruct, AutoFill, AutoTrash, Bob's Mods, BottleNeck, BottleNeck Logistics, Bullet Trails, Burner Leech, Copy Assembler Pipe Direction, Bot Recall...
- Sun Apr 30, 2017 8:29 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406696
Re: Development and Discussion
Well, you will probably have to use sulphur or another acid during the processing of uranium so.....
But I would not be surprised if some funky late game mechanic appeared where using acid during mining would increase output or some ore patches become more mid game requiring some kind of acid.
But I would not be surprised if some funky late game mechanic appeared where using acid during mining would increase output or some ore patches become more mid game requiring some kind of acid.
- Sun Apr 30, 2017 8:13 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 33271
Re: [0.15] Folks Factorio Fabrications
It loads now.
And it works nicely, if you dont have FARL.
I think FARL is adding his own grid that does not support your module
And it works nicely, if you dont have FARL.
I think FARL is adding his own grid that does not support your module
- Sun Apr 30, 2017 8:02 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 33271
Re: [0.15] Folks Factorio Fabrications
Its hard to report a bug if by the time I am posting it, a new version is out already
Testing version 0.1.3 now
Testing version 0.1.3 now
- Sun Apr 30, 2017 7:54 pm
- Forum: Mods
- Topic: [0.15] Folks Factorio Fabrications
- Replies: 85
- Views: 33271
Re: [0.15] Folks Factorio Fabrications
Crash on loading shuttle mod
Edit: This is line 9 on the latest version
Edit: This is line 9 on the latest version
- Sat Apr 29, 2017 1:47 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 286266
Re: [Mod 0.14/0.15] Logistic Train Network 1.1.2
Hey, Optera! Using the 2 constant and multiple decider setup for multiple delivery/request sizes pictured below. I run into an issue where multiple trains will get a schedule with whatever the smallest minimum delivery size is (for the bigger deliveries). Below is the setup. The only work around (t...
- Sat Apr 29, 2017 12:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 135403
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Busy working on 0.15.* update. Got the cost adjustment code working, including configs for the new infinite research. Still busy working on updating all of the custom recipes and intermediates for the new science packs. Hope to have it done by this weekend. My biggest fears are unfunded :) I really...
- Fri Apr 28, 2017 2:08 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406696
Re: Development and Discussion
I just realized that while Petrochem adds a way of cracking coal into oil/gases derivates, it removes the cracking of naphatha into fuel oil.
Currently, there is no way of obtaining fuel oil except by processing crude oil....
Currently, there is no way of obtaining fuel oil except by processing crude oil....