ok, i'm guessing its more likely not a bug, so how can I provide more info to get this figured out please?
Because i'm really stuck, and totally ruining things for me
Search found 172 matches
- Fri Feb 08, 2019 9:40 am
- Forum: Mods
- Topic: TSM Train Supply Manager bug?
- Replies: 7
- Views: 2096
- Fri Feb 08, 2019 8:23 am
- Forum: Mods
- Topic: TSM Train Supply Manager bug?
- Replies: 7
- Views: 2096
TSM Train Supply Manager bug?
I'm having issues with TSM, on the 3rd zone i've built. I dont understand why, I was pretty sure I had it figured out, and all concept stations i'd done, and the 2 zones i had done with multiple requesters were working as expected. All ive done is put a new requester station down with a requester, t...
- Tue Feb 05, 2019 9:44 am
- Forum: PyMods
- Topic: Approach with pure PyMods?
- Replies: 13
- Views: 11013
Re: Approach with pure PyMods?
Can't you just add lot of crushers on stone, to gravel, to sand? or not enough stone/gravel?
Guess i'll soon find out...
- Tue Feb 05, 2019 7:07 am
- Forum: PyMods
- Topic: Approach with pure PyMods?
- Replies: 13
- Views: 11013
Re: Approach with pure PyMods?
and I don't like wasting, burning, venting stuff except as a stopgap. Agreed! I have to admit to having lots going out a vent or sinkhole at the moment, with the plan to come back and balance things more as I progress. Its quite hard at the start though, so yeh, stopgap :) 1. If using LTN, you shou...
- Tue Feb 05, 2019 6:41 am
- Forum: PyMods
- Topic: Newbie in need
- Replies: 23
- Views: 8687
Re: Newbie in need
I'm just going through it all the same time as you - although a little bit further ahead. I didnt bother storing all my tar, just 1 tank. The rest went straight down a sinkhole. Same with lots of things - just Vent or dump them down a sinkhole - until you can come back and and re-balance and add con...
- Mon Feb 04, 2019 11:58 pm
- Forum: PyMods
- Topic: Approach with pure PyMods?
- Replies: 13
- Views: 11013
Re: Approach with pure PyMods?
I used LTN for a seablock run so decided to use TSM, only got a few outposts set up so far. The train depots i use a combination of wharehouse and loaders(mini loaders not loader redux). 1 requester station i have it set up so it can output 6 items. Seems to be working so far. Just remember to limi...
- Mon Feb 04, 2019 6:39 pm
- Forum: PyMods
- Topic: Approach with pure PyMods?
- Replies: 13
- Views: 11013
Approach with pure PyMods?
Hi guys, Looking for advice from people who have used a Rail approach (LTN/TSM) to PyMods, I've been working on a bootstrap base for PyMods (Coal, Fusion, HighTech, RawOres, and Industry) for the last 2 weeks. This whole time i've been trying to envision, and plan, for how I want to move forward wit...
- Mon Feb 04, 2019 12:55 am
- Forum: Gameplay Help
- Topic: my nuclear power setup won't work?
- Replies: 9
- Views: 2368
Re: my nuclear power setup won't work?
Hi, Did you get this working? If you hold the mouse over the reactor, What temperature does it say in the right hand information panel? Well over 500? What about if you hold your mouse over the boilers? What temperature are they? Over 500? If you hold your mouse over the water pipes, how much water ...
- Wed Jan 30, 2019 11:48 pm
- Forum: Gameplay Help
- Topic: Rail signals
- Replies: 3
- Views: 1116
Re: Rail signals
Hi, I cant see what you've posted - is it a blueprint? I'm at work at the moment, so cant check it. But I did find several useful tutorials on youtube, such as https://www.youtube.com/watch?v=3ZiL7_vfJtQ or another one recommended recently: https://www.reddit.com/r/factorio/comments/4f38sk/factorio_...
- Wed Jan 30, 2019 7:18 pm
- Forum: Gameplay Help
- Topic: any ideas how to control ammo in turrets
- Replies: 16
- Views: 7625
Re: any ideas how to control ammo in turrets
This is especially handy when using robots to deliver ammo. Belts lead to a lot of belt storage. The problem with delivering ammo via bots, is if you'r base isnt a nice rectangle, and instead is L shaped, or has arms shooting off to outposts, etc, then you now have bots flying over hostile land, to...
- Tue Jan 29, 2019 7:14 am
- Forum: Gameplay Help
- Topic: any ideas how to control ammo in turrets
- Replies: 16
- Views: 7625
Re: any ideas how to control ammo in turrets
my opinion, ditch the turrets as soon as possible. Switch to a laser + flame approach. Heres mine: Untitled.png As you can see, there is a single wall. Not double, and no "dotted outer walls" to confuse the biters. The double wall bit you can see is for blueprint alignment purposes. This b...
- Wed Jan 16, 2019 9:38 pm
- Forum: Gameplay Help
- Topic: New disabled player - difficulty using keys to move
- Replies: 21
- Views: 7754
Re: New disabled player - difficulty using keys to move
Really glad you found it! I'm going to post the script here, so it can't be lost, in case other people find it useful in the future, ;============================================================= /* FactoryAutoWalk.ahk Made by Bazul reddit.com/u/McBazul for comments or questions Controls: Home - Mar...
- Thu Jan 10, 2019 2:28 am
- Forum: PyMods
- Topic: Cant make science pack 1 - what am i doing wrong?
- Replies: 3
- Views: 1544
Re: Cant make science pack 1 - what am i doing wrong?
urgh, nevermind, i'm an idiot sory, thanks for the help.
- Wed Jan 09, 2019 11:25 pm
- Forum: PyMods
- Topic: Py Seablock
- Replies: 5
- Views: 1996
Re: Py Seablock
I saw someone else had made a Seablock, called PyBlock from memory
- Wed Jan 09, 2019 6:07 pm
- Forum: PyMods
- Topic: Cant make science pack 1 - what am i doing wrong?
- Replies: 3
- Views: 1544
Re: Cant make science pack 1 - what am i doing wrong?
Ok thanks, so the drill should be unlocked from the start?
If you/anyone figures it out let me know.
I'll try disabling some of the extra mods when I get home, but I didnt think any of them would interfere as they are just QoL helper mods.
Thanks,
If you/anyone figures it out let me know.
I'll try disabling some of the extra mods when I get home, but I didnt think any of them would interfere as they are just QoL helper mods.
Thanks,
- Wed Jan 09, 2019 6:34 am
- Forum: PyMods
- Topic: Cant make science pack 1 - what am i doing wrong?
- Replies: 3
- Views: 1544
Cant make science pack 1 - what am i doing wrong?
I cant make science pack 1? I must be missing something..? Well, I can make it, but I cant make the ingredients - cirular reference. Science Pack 1 requires Fawogae Substrate. Fawogae Substrate requires Fawogae. Fawogae is made in a Fawogae Plantation Fawogae Plantation requires Tinned Cable Tinned ...
- Thu Dec 13, 2018 10:17 pm
- Forum: General discussion
- Topic: Choosing train and track sizes
- Replies: 70
- Views: 30052
- Mon Dec 10, 2018 5:16 pm
- Forum: General discussion
- Topic: Choosing train and track sizes
- Replies: 70
- Views: 30052
Re: Choosing train and track sizes
Thanks for taking time to share your experience, even if it is just to share my pain ;-) ... I allow LogiBots to supply my personal inventory, and to supply train fuel. So I have 2 requester chests at each source station (or output, doesnt matter). one chest supplies the front locomotive, and anoth...
- Wed Dec 05, 2018 7:18 pm
- Forum: General discussion
- Topic: Choosing train and track sizes
- Replies: 70
- Views: 30052
Re: Choosing train and track sizes
A couple of questions: first, how do you fuel your trains? I tried a dedicated sector for fueling, but so much wasted time with trains going for fuel when not really needed (no way to say repeat pick up green, drop off at red, until low on fuel), and the fuel sector became first a bottleneck and th...
- Tue Dec 04, 2018 6:24 pm
- Forum: Gameplay Help
- Topic: Doubt about train stations
- Replies: 3
- Views: 1726
Re: Doubt about train stations
And, May I also suggest expanding on your design: Also include a roboport in each section, but make sure the logistic square doesn't connect with any other roboport. You want a separate logistic zone. Then, have your train also delivery a few (3?) construction bots, and a few repair tools (3?). This...