Search found 443 matches
- Mon Feb 11, 2019 12:25 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386779
Re: Development and Discussion
What if smaller assemblers were cheaper to build and faster at work, but more expensive to run, while bigger were the opposite? So for example smol t1 assembler prepares two iron gears in 0,66 s (33% gain), but requires 5 iron plates (25% loss) to do so? While big one prepares six of these in 5 sec...
- Sun Feb 10, 2019 5:38 am
- Forum: Logistic Train Network
- Topic: Fluids keep mixing
- Replies: 18
- Views: 5318
Re: Fluids keep mixing
i downloaded air filter and construction signaler, had LTN and a few others 20190210062439_1.png if that save file was intended to arrive at crude unloading and show a not working fluid unload, i dont see a problem Its unloaded in like a second. crude = zero. seems to work just fine. reloaded it 3 t...
- Sat Feb 09, 2019 10:08 pm
- Forum: Logistic Train Network
- Topic: Fluids keep mixing
- Replies: 18
- Views: 5318
Re: Fluids keep mixing
I tooks me hours to have a useable save for this bug, cause the alarm at DepotFL-Station is called some minutes later and takes a while. do you have LTN warnings disabled? Your problem should put a timeout message, long before it reaches the depot where it clears the schedule and cant be tracked ea...
- Sat Feb 09, 2019 5:10 pm
- Forum: Gameplay Help
- Topic: Very few bots are utilized for construction jobs (Modded AB Game)
- Replies: 21
- Views: 6342
Re: Very few bots are utilized for construction jobs (Modded AB Game)
I´m experiencing this for a long time now, over different saves with minor mod differences, never bothered to write it down so detailed. Only saw this now and since its seems quite uncommon I thought i back you up. But your gifs tell the story anyway. Since i play AB for almost a year now, i cant re...
- Sat Feb 09, 2019 4:54 pm
- Forum: Logistic Train Network
- Topic: Fluids keep mixing
- Replies: 18
- Views: 5318
Re: Fluids keep mixing
thank you for the answer. i wasn´t sure about this, since its alot to remember over the months, and since i dont pay attention to whats working..... So, if there is enough room in the tank to empty the wagon (with carefully chosing combinator logic), combined with "empty cargo" in the sche...
- Fri Feb 08, 2019 10:19 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Specify Thresholds as Stacks
- Replies: 23
- Views: 8305
Re: Feature Request: Specify Thresholds as Stacks
If I specify the provide threshold as, say, 10000 then barrels will never be picked up (or I will have a huge surplus before they are). If I specify the provide threshold as 200, then barrels are regularly picked up but I have mostly empty trains delivering ores. sorry to dig that up again, but i w...
- Fri Feb 08, 2019 9:37 pm
- Forum: Logistic Train Network
- Topic: Fluids keep mixing
- Replies: 18
- Views: 5318
Re: Fluids keep mixing
Im a bit confused now. I knew about this 0.x "fluid" being left in the tank from an earlier game, screwing up fluid stations. So i set up some circuits to delay the depature. But i never looked at it in the early game, if it was needed. Now that im fully teched up in AB, im exclusivly usin...
- Fri Feb 08, 2019 11:32 am
- Forum: General discussion
- Topic: The biggest problem with Factorio (by far)
- Replies: 21
- Views: 6648
Re: The biggest problem with Factorio (by far)
no, same for me. We are both wrong tho, its a penisBlueTemplar wrote: ↑Fri Feb 08, 2019 10:45 amHmm, I have a hard time seeing the middle "2"... (I even first thought it was a 8!) Am I the only one ?
- Fri Feb 08, 2019 11:14 am
- Forum: Mods
- Topic: TSM Train Supply Manager bug?
- Replies: 7
- Views: 2093
Re: TSM Train Supply Manager bug?
try SpaceX thread, its the same mod author. couldn´t find a thread for this mod
- Thu Feb 07, 2019 8:17 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217345
Re: Bugs & FAQ
sorry, but nowhere on the last 2 pages did i see you post something about modding it yourself (might have overlooked it), and the fact that you are on the boards 2 years longer than me (which i didn´t look at before, i just checked now) doesn´t mean anything. I wasn´t assuming that you are a total n...
- Thu Feb 07, 2019 7:51 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217345
Re: Bugs & FAQ
tbh, most of the techs are quite cheap, like 50-100 flasks, so i dont mind running into dead ends that solve later, where "later" is pretty cheap, at the same flask level. i too noticed that you need alot of other stuff unlocked everywhere, but i think thats down to the massive tech tree. ...
- Thu Feb 07, 2019 2:55 pm
- Forum: Gameplay Help
- Topic: Energy surplus not stored?
- Replies: 10
- Views: 2987
Re: Energy surplus not stored?
the Creative Mode does. Well, kind of. First, it doesnt need any power, despite having a blinking yellow "not powered" sign If connected to an electrical network that has source, drain and storage, it messes with it. It doesn´t drain accumulators at night (that i knew from my last map) and...
- Thu Feb 07, 2019 4:53 am
- Forum: Logistic Train Network
- Topic: Tresholds (R/P)? where am i thinking wrong?
- Replies: 4
- Views: 1769
Re: Tresholds (R/P)? where am i thinking wrong?
Thanks alot! Boy was i on the wrong path. shows i shouldn´t play after a day of only numbers in the office Think Optera will understand when i say Ich hab den Wald vor lauter Bäumen nicht gesehen ;) So, the solution is: dont mix up storage with stack sizes that different. Or negate slag, when its be...
- Wed Feb 06, 2019 7:19 pm
- Forum: Gameplay Help
- Topic: Train signaling of hexagon cornor intersection
- Replies: 9
- Views: 3618
Re: Train signaling of hexagon cornor intersection
Welcome to the forums you dont absolutely need signals at the marked spots But i think you violated your "own" rules You probably wanna "block off" the intersection from the tracks leading north, so place a normal one just after the north line leaves. otherwise a train leaving wi...
- Wed Feb 06, 2019 6:33 pm
- Forum: Logistic Train Network
- Topic: Tresholds (R/P)? where am i thinking wrong?
- Replies: 4
- Views: 1769
Tresholds (R/P)? where am i thinking wrong?
I have a small problem. Request Threshold (optional) - Missing amount of items/fluids triggering a delivery. (global default=1000) Provide Threshold (optional) - Amount of items/fluids required to act as provider. (global default=1000) i have a very "wrong" setup, i´d just need to make roo...
- Wed Feb 06, 2019 2:48 pm
- Forum: General discussion
- Topic: The biggest problem with Factorio (by far)
- Replies: 21
- Views: 6648
Re: The biggest problem with Factorio (by far)
i never got what the fuss about that was... felt like someone took a pic of an actual blue dress, filtered out all the blue on purpose (or used the lighing), told the world its blue and let it go crazy.
- Wed Feb 06, 2019 2:40 pm
- Forum: General discussion
- Topic: The biggest problem with Factorio (by far)
- Replies: 21
- Views: 6648
Re: The biggest problem with Factorio (by far)
RGB for Processing unit: mostly (shadows etc differ) 65 65 255 clearly in the blue range Purple is more like 160 32 240 according to the first RGB table i could find on google, where the red portion is a significant difference If you are serious, i´d see an ophthalmologist, otherwise: Download (1).p...
- Wed Feb 06, 2019 2:25 pm
- Forum: Gameplay Help
- Topic: How to prevent players from using their blueprints
- Replies: 1
- Views: 925
Re: How to prevent players from using their blueprints
but how can I delete blueprints players in the library pretty sure you wanna prohibit the use, otherwise.... Download.png Its the BPs that people have brought together over a long time. Yeah, one should have backups, but still.... Since i guess you want that for a scenario or server, this is the wr...
- Wed Feb 06, 2019 12:20 pm
- Forum: Ideas and Suggestions
- Topic: Gun turret range
- Replies: 14
- Views: 6541
Re: Gun turret range
since i play modded most of the time, i dont realy have an opinion on this, but i can forsee the answers you´ll be getting. 1. there are mods for that 2. by the time you get big/behemoth spitters, you at least should have repairpacks and construction bots in range to repair your perimeter, or 3. a m...
- Fri Feb 01, 2019 6:52 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 88457
Re: Friday Facts #280 - Visual Feedback is the king
Visual Feedback my a.....!!! YOU are the kings! Even if this game wouldn´t be as awesome as it is already, the way you listen to and communicte with us is something every major AAA (that description is a joke btw, it should be D-) dev/publisher should have a look at, altho they´ll never even come cl...