Search found 191 matches

by Mobius1
Wed Dec 13, 2017 11:46 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 108020

Re: Version 0.16.0

I don't see fff-211 on the feature list. Is it implemented? It is implemented. Blueprint previews and ghost entities now have their walls, pipes and belts connected. In action https://youtu.be/0zoaUtSxeHU?t=512 I mean the second part: https://eu1.factorio.com/assets/img/blog/fff-211-blueprint-with-...
by Mobius1
Wed Dec 13, 2017 10:29 pm
Forum: Releases
Topic: Version 0.16.0
Replies: 130
Views: 108020

Re: Version 0.16.0

I don't see fff-211 on the feature list. Is it implemented?
by Mobius1
Sun Nov 12, 2017 4:51 pm
Forum: Logistic Train Network
Topic: Work orders clogging
Replies: 3
Views: 1437

Re: Work orders clogging

1) check your thresholds 2) set thresholds to train capacity for optimal train usage Requester signal is set to 1000 one one unloader station and 100 on the other unloader station, if I put them both at like 8000 (train capacity) I would have to request 8000 Sulfuric Acid barrels or their work orde...
by Mobius1
Sun Nov 12, 2017 1:48 am
Forum: Logistic Train Network
Topic: Work orders clogging
Replies: 3
Views: 1437

Work orders clogging

I think I found a rare bug on my gameplay: I currently have 94 LTN trains running on my network, plus 6 regular trains. I changed a few things on my network that cut a key part of the crafting process, blocking the production of everything on the factory. After that, I noticed that even with request...
by Mobius1
Sat Oct 14, 2017 2:54 am
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 62639

Re: Friday Facts #212 - The GUI update (Part 1)

Nice to see the UI changes, they're super cool looking and great idea already. But what about the Logistic Network UI? You guys could take some ideas from the mod ALS which is a great tool, very simple, to manage your robot networks, see where you have robot hiccups and where you have spares. I also...
by Mobius1
Sat Aug 26, 2017 5:08 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 72304

Re: [MOD 0.15] ShinyBobGFX

Bug in version 0.15.34: Failed to load mods:__ShinyBobGFX__/data_updates.lua:36:__ShinyBobGFX__/prototypes/functions/iconchoice.lua:50: attempt to index local 'recipe' (a nil value) Mods to be disabled: ShinyBobGFX All mods updated, factorio game updated to latest version, modlist: https://pastebin....
by Mobius1
Sun Aug 06, 2017 3:56 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3861
Views: 1179161

Re: Bugs & FAQ

Hello. I have trouble with AngelsMods and Bobs. I have transport belt with Copper and Iron Ore. I have Furnace with one Iron Copper and Inserter get Iron Ore and try put in Furnace. And this occures witch Furnace (contains Copper) and Inserter try to put Iron. ps. i try to reset Inserters, but it o...
by Mobius1
Sun Jul 30, 2017 6:40 pm
Forum: Logistic Train Network
Topic: LTN 1.4.2 Error: table expected, got nil
Replies: 1
Views: 1886

LTN 1.4.2 Error: table expected, got nil

Just updated LTN mod and when I logged in it fired this error on me: Error while running event LogisticTrainNetwork::on_tick (ID 0) __LogisticTrainNetwork__/control.lua:964: bad argument #1 to 'pairs' (table expected, got nil) I'm running latest version of all mods including LTN, and factorio versio...
by Mobius1
Sun Jul 30, 2017 5:49 pm
Forum: Logistic Train Network
Topic: How to dispatch more trains
Replies: 13
Views: 6669

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4

Not true :). If you watch carefully, the green wires just cross :). In that case, check if any train in your depot can physically reach that station, if for some reason you have a weird signal somewhere that is preventing a train from reaching that station it won't flash "no path" instead...
by Mobius1
Sun Jul 23, 2017 5:48 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 381915

Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Mobius1, what version of creative mode mod are you using? what version of Factorio? [...] I'm using latest version of all mods. [...] Also the Color Picker - Locomotive mod is showing error on initialization throwing that "event called outside on_init" or something like that. Also I alway...
by Mobius1
Sat Jul 22, 2017 7:57 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 344134

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 Mobius1
Sat Jul 22, 2017 7:39 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1350778

Re: Development and Discussion

aklesey1 wrote:
Arch666Angel wrote: Image Image
Cannon turret and laser turret right? Looks so hi-tech and some stylish, so mighty
Cannon and Rocket.
by Mobius1
Sat Jul 22, 2017 6:01 pm
Forum: Logistic Train Network
Topic: How to dispatch more trains
Replies: 13
Views: 6669

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4

The input signal is -52k in my test, the station is completely empty. I have no train limit set, but I also tried setting an explicit limit of 15 trains. Didn't help. No signal is hooked up to a logistics network. I have attached a screenshot depicting the situation: trainlimit.png Another thing th...
by Mobius1
Sat Jul 22, 2017 5:43 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 381915

Re: [MOD 0.15.29+] Creative Mode 0.3.9 - New toys and some fixes

Started a game with Creative mode previously enabled, after the factorio update that forced events to be called differently, I started to have this error whenever I wanted the creative recipes to show on the crafting list: Error while running event creative-mode::on_gui_click (ID 1) __creative-mode_...
by Mobius1
Fri Jul 07, 2017 7:28 pm
Forum: Logistic Train Network
Topic: How to dispatch more trains
Replies: 13
Views: 6669

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4

One question Optera: How quickly are trains dispatched? When having the log messages on, it seems that there is never more than 1 train every 1-2 seconds being dispatched, at least I don't see the log messages coming in faster. Is that true? I am asking be because I think I have hit that limit: I h...
by Mobius1
Thu Jul 06, 2017 9:08 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 275804

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4

Hi Ryn and I are playing a map together. What Ryn wanted to say is this: We read the content of the logistic network from a roboport. Then we know how much iron ore is on the whole network. Lets say it is 100k for the moment and falling. We want to start a logistic train to fetch - lets say 10k mor...
by Mobius1
Wed Jul 05, 2017 5:54 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 25744

Re: [MOD 0.15] Automatic train deployment

I'm going to need a bit more information to help you with that. What are you trying to do? What result are you expecting? What happens instead? Does the save file attached in the OP work? For the modded trains it would also be great to know in what way it does not work and what mod you're having pr...
by Mobius1
Wed Jul 05, 2017 5:40 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1350778

Re: Development and Discussion

The only ores that spawn are the following. Copper, Iron, Coal, Aluminium, Zinc, Cobalt, Silver, Gold, Titanium, Nickle, Sulfur, Stone, Tin, Silicon, (yuoki's N4 and F7 ores), Uranium, and Tungsten. What does not spawn are: Jivolite, Bobmonium, Saphirite, Rubbyte and Crontinium. The only mods that ...
by Mobius1
Sat Jul 01, 2017 12:25 pm
Forum: Mods
Topic: [MOD 0.15+] Automatic train deployment
Replies: 38
Views: 25744

Re: [MOD 0.15] Automatic train deployment

Can't make the mod to work and it doesn't work with modded trains.
by Mobius1
Fri Jun 30, 2017 4:35 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3781
Views: 1350778

Re: Development and Discussion

Judging by the fires and the coil spinning on the bottom-left I'd say its a recolor for Synthering Oven? Or is it just another machine from hell that came to toss all the ratios through the window? :D

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