Search found 160 matches
- Thu Sep 01, 2016 10:47 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 153303
Re: [0.13.x] Bob's Mods: General Discussion
https://mods.factorio.com/mods/GotLag/Flare%20Stack This has solved all of my sodium hydroxide problems :) Thats a great looking mod, and I honestly prefer something that is atleast plausible, like an incinerator instead of a void chest since it ruins immersion. Also, Bob, please look into some way...
- Thu Sep 01, 2016 10:27 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178327
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Dont worry, Im sure we can break that one too
Looking forward to testing it!
Looking forward to testing it!
- Thu Sep 01, 2016 10:14 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314010
Re: [0.12.x][v0.12.10] Bob's Logistics mod
I had thought about it, but, if you want it for the base game pipes, you could just use that mod. and if you want it for all my pipes, well... that's a lot of pipes! (and a lot of work to program in.) It would be really cool and useful though! So if you need encouragement you got my vote :) Also, s...
- Thu Sep 01, 2016 9:26 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178327
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Lets just say that the new power plant design will be built using burner inserters and designed differently so it is actually possible to start it up once stopped. (For the record, was my friend who built it :lol: ) The easy fix is to power the inserters (and pumps, if any) from a disconnected sola...
- Wed Aug 31, 2016 10:09 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314010
Re: [0.12.x][v0.12.10] Bob's Logistics mod
I also recommend the base game size pipes for maximum throughput too... (The entire flow system is programmed around the current values for the base game pipe, and water) to the point that I've considered changing all pipes to the base size. Iron, Steel, Titanium and Tungsten have the base game siz...
- Wed Aug 31, 2016 4:55 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314010
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Yeah... I'd use a separate pipe per offshore pump, due to throughput issues. Are you telling me I can feed more than 12½ steam generators if I use separate pipes? I did not see any such effect when testing. I currently use Bronze pipes and have the offshore pumps coupled in parallell. Im currently ...
- Wed Aug 31, 2016 2:45 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314010
Re: [0.12.x][v0.12.10] Bob's Logistics mod
Hi I have been struggling to understand the pipe throughput figures vs boilers and steam generators while rebuilding our powerplant. Current setp per row is 20 T2 boilers (seem to be a 1.5 ratio needed) for 13 T2 steam engines (nr 13 not running 100% due to water shortage). This is in turn fed by 3 ...
- Wed Aug 31, 2016 2:15 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178327
Re: Smart dynamic train deliveries with combinator Magick [0.13]
There's another mod by the same author, called "Sticky Notes", and that is a lot better to leave information on the map than Smart Display. You should use the display only for displaying dynamic content. You can also use Nixie Tubes (it looks better on the map). To leave notes and annotat...
- Wed Aug 31, 2016 2:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 103994
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
I might be blind, but are there instructions for how the alphatubes work available anywhere? Im also wondering if I can switch to the different graphical modes shown in the thread? Mostly since I want to improve readability. There should be complete instructions on the mod portal page, abd probably...
- Wed Aug 31, 2016 1:59 pm
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35541
Re: [MOD 0.13] Smart Display - circuit informations display
Thanks for the fast reply! Ill have a look at the other lighter mod.
When it comes to testing we have unfortunately been plauged by other issues and did not want to add this test on top of that.
Ill get back as soon as I have something to report
When it comes to testing we have unfortunately been plauged by other issues and did not want to add this test on top of that.
Ill get back as soon as I have something to report
- Tue Aug 30, 2016 2:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Nixie Tubes - numeric display elements
- Replies: 142
- Views: 103994
Re: [MOD 0.12.x] Nixie Tubes - numeric display elements
I might be blind, but are there instructions for how the alphatubes work available anywhere?
Im also wondering if I can switch to the different graphical modes shown in the thread?
Mostly since I want to improve readability.
Im also wondering if I can switch to the different graphical modes shown in the thread?
Mostly since I want to improve readability.
- Mon Aug 29, 2016 9:25 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178327
Re: Smart dynamic train deliveries with combinator Magick [0.13]
I want to give a heads up and warn you regarding the Smart Display mod used in the demo here in case any others are struggling with multiplayer lag as well. In our game this mod was causing game breaking lag and instability. In the new 0.14 version my friend would not catch up/sync up after connecti...
- Mon Aug 29, 2016 9:08 am
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35541
Re: [MOD 0.13] Smart Display - circuit informations display
Well yes, 100 signs is more than what I tested ;-) As I told you, Factorio is not ready to print text, that's why I use these tricks that are CPU consuming at the end if you print 100 values, meaning my mod refresh 1000 letter entities 4 times per second ! So, I'll try to improve it tonight and lim...
- Mon Aug 29, 2016 8:40 am
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35541
Re: [MOD 0.13] Smart Display - circuit informations display
Hi Currently using this mod in a multiplayer game where the map is around 70MB large. After some testing we found that this mod is causing a lot of latency and lag. When disabled we have no issues. Its so bad my friend cannot even connect to the game without me pausing it, and he will get no more t...
- Mon Aug 29, 2016 8:15 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302221
Re: [MOD 0.12.35|0.13] SmartTrains 0.3.95|0.4.6
Updated to SmartTrains 1.0.0 requires Factorio >= 0.13.13 fix errors related to mining/destroying trains THe big version jump is only because i finally felt brave enough to release it on the portal :D Thanks, the error messages we used to see seem to be resolved now, really good work :)
- Sun Aug 28, 2016 9:39 pm
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 35541
Re: [MOD 0.13] Smart Display - circuit informations display
Hi Currently using this mod in a multiplayer game where the map is around 70MB large. After some testing we found that this mod is causing a lot of latency and lag. When disabled we have no issues. Its so bad my friend cannot even connect to the game without me pausing it, and he will get no more th...
- Thu Aug 25, 2016 9:00 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178327
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Aha, I do the barrel stuff different. My refinery requests full oil barrels in a normal requester station. When emptied they are loded to normal provider station for empty barrels. At the outposts for oil I have the opposite setup, requester for empty barrels and provider for full barrels. All stati...
- Wed Aug 24, 2016 2:57 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178327
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Great contraption :) Now how do I get it to support special trains? I would like to transport fluids in rail tanker wagons without barrel hassle. However, I dislike the idea of adding an extra fluid wagon to all my trains. Initial idea would be a separate depot and a separate train line, the two tr...
- Wed Aug 24, 2016 10:44 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178327
Re: Smart dynamic train deliveries with combinator Magick [0.13]
I think I have seen this happen, but it is very rare so no big issue. I already have a solid fix. It happened quite often on my map. I took the opportunity to also clean up the depot circuit a little more. I made sure that upgrading is easy, because the combinators with the resource setting are at ...
- Wed Aug 24, 2016 10:37 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178327
Re: Smart dynamic train deliveries with combinator Magick [0.13]
Have you done any throughput experiments? I know I can get high with multiple stations. Im sure it can be extreme, but question is, am I worrying for nothing? :p In 0.12 I made a distributed base, where all the products are shipped with trains (so no belting of plates directly into consumers, and n...