Search found 93 matches

by chrisgbk
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 ...
by chrisgbk
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...
by chrisgbk
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...
by chrisgbk
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...
by chrisgbk
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...
by chrisgbk
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...
by chrisgbk
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...
by chrisgbk
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...
by chrisgbk
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...
by chrisgbk
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.
by chrisgbk
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 ...
by chrisgbk
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 ...
by chrisgbk
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. ...

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