Search found 93 matches
- Sat Jul 29, 2017 8:32 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 386269
Re: [0.15.x] Bob's Mods: General Discussion
Fastest way to move fluids around is by barreling them. Best way to move TONS of Fluids at the same time is by barreling them. Method | Speed Pump -> Tank/Train | 12.000u/s Pump -> Pipe (100u) | 1.500u/s Pump -> Pipe (50u) | 1.500u/s but pipe-pipe has a 25% speed bonus due to its size Pump -> Pipe ...
- Sat Jun 24, 2017 5:14 am
- Forum: News
- Topic: Friday Facts #196 - Back on track
- Replies: 42
- Views: 24555
Re: Friday Facts #196 - Back on track
Controls (I think there are plenty of these that I still don't know... I just learned how to cancel deconstruction orders last month!) Copy settings Place blueprint instead of item Stack splitting/single item Quick transfer (what's the shortcut for transferring all items of every type to a chest? I...
- Thu Jun 22, 2017 5:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 49899
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Both use cases don't seem too problematic to me. Like I said, it will break some things but i believe they can mostly be worked around. I'll keep an eye on this thread. Depending on what people say I can keep or revert the change. I'd like to suggest reverting the change, but add additional functio...
- Wed Jun 21, 2017 6:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 49899
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Both use cases don't seem too problematic to me. Like I said, it will break some things but i believe they can mostly be worked around. I'll keep an eye on this thread. Depending on what people say I can keep or revert the change. This completely breaks my entire nuclear setup all the way from kova...
- Tue May 30, 2017 8:22 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 420346
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Bug with substation laying, when placing vanilla substation, the one following the first is placed 5 spaces from the border of the previous, then all subsequent are placed border-on. Sorry, not quite understand what you meant... If you meant the vanilla substations are misplaced while being drag-pl...
- Tue May 30, 2017 7:03 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.16][Twinsen] Inserters do not update circuit net properly
- Replies: 1
- Views: 807
[0.15.16][Twinsen] Inserters do not update circuit net properly
inserter circuit.png 0eNqVk9FugzAMRf/Fj1OYgJZt4mE/MlUogNdaggQZU7Wq8u9LgrqitVu7l0qu8fU913CCuptwYDIC5QmosWaE8uMEI22N7sJ/chwQSiDBHhQY3YdKM8muR6EmaWxfk9FiGZwCMi0eoMycuqsRdok2clshdxsFaISEcLYUi2Nlpr5G9ivumFEw2NFPWxMcHOLAEcokfS78lpYYm7m5VsGKsO2qGnd6T37YT1xUK99uo9IYGmffUKYK7ICsZx14Aueilpml49NZ+GFslwjkq5XbO...
- Sun May 21, 2017 8:32 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 420346
Re: [MOD 0.15.12+] Creative Mode 0.3.5 - Fix for 0.15.12
Released v0.3.5 for 0.15.12. - Fixes: Fixed loading errors for 0.15.12. Fixed the super boiler, super cooler and super configurable boiler. They can be connected with red and green wires, because they are storage tanks now. Removed the obsolete config.lua. - Known issues: Please rebuild the super b...
- Sat May 20, 2017 5:17 am
- Forum: Not a bug
- Topic: [0.15.9 & 10] Train stops at wrong signal (circuits)
- Replies: 12
- Views: 7187
Re: [0.15.9 & 10] Train stops at wrong signal (circuits)
This gets a bit problematic as braking distance is pretty arbitrary, as mentioned above. If we go by what the debug option called show-train-braking-distance gives, and how trains usually respond to circuit closed signals, then it is the same distance as where a train reserves a block, at least &qu...
- Fri May 19, 2017 11:47 am
- Forum: Not a bug
- Topic: [0.15.9 & 10] Train stops at wrong signal (circuits)
- Replies: 12
- Views: 7187
Re: [0.15.9 & 10] Train stops at wrong signal (circuits)
Is it actually incorrect behaviour to stop at a signal that has been forcefully changed before the train enters the block, even if it's been reserved? In my view, the train should be initially stopped at A in both cases, because a change in the condition of a signal should affect the train if it has...
- Fri Apr 28, 2017 8:02 am
- Forum: Resolved Problems and Bugs
- Topic: Minor Lua API Documentation Error
- Replies: 3
- Views: 2562
Minor Lua API Documentation Error
On http://lua-api.factorio.com/latest/Data-Lifecycle.html under "3. control.lua initialization" the "script" object is hotlinked to LuaGameScript, however "script" is actually an instance of LuaBootstrap, as "game" represents LuaGameScript.
- Sat Feb 11, 2017 11:18 am
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 51156
Re: Friday Facts #176 - Belts optimization for 0.15
I'm sure this has already been covered somewhere, but you got me interested. A quick google search had me reading some interesting papers. Forgive me if my interpretation is wrong, as it's been a lot of years since I renewed my CCNA. According to the IETF RFC 6935 and RFC 2460 , IPv6 requires that ...
- Sun Jan 29, 2017 5:11 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 175767
Re: [0.14.x] Bob's Mods: General Discussion
There is a subtle bug in bobmods.lib.table_merge: if table2 contains a sub-table that doesn't exist in table1 (ie: table1.sub-table == nil while table2.sub-table == {...}), or if the key exists in table1 but is NOT a table, the sub-table won't be merged from table2 into table1. This is because what ...
- Mon Jan 02, 2017 5:00 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 47386
Re: Little Quirks
I'd like to see the Multiplayer menu moved to the top menu, and renamed "Play Multiplayer" and Play renamed to "Play Solo". Then combine the entire multiplayer menu into the game browser. I forgot to add a button for manual connection to the image, but should get the basic idea. ...