Search found 368 matches
- Sat Apr 13, 2019 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Missing combinations for logistics chests
- Replies: 1
- Views: 751
Re: Missing combinations for logistics chests
I'm not opposed to these chests in principle, but some of your descriptions make me think you're actually requesting chests with variable priorities, not chests that fill the missing slots. #6 is a "recycler" chest, or passive requester chest. Basically, the bots won't go out of their way ...
- Fri Apr 12, 2019 6:24 pm
- Forum: Gameplay Help
- Topic: Anyone knows a calculation tool that is actually correct and working?
- Replies: 14
- Views: 6765
Re: Anyone knows a calculation tool that is actually correct and working?
For what it's worth, I manually downloaded and installed helmod 0.8.5 and have been using that instead of 0.8.8. Helmod says that you need 104 assemblers, assuming all of them have 4 productivity 3 modules, and all of them are covered by 8 beacons with two speed 3 modules each. I get the same number...
- Fri Apr 12, 2019 5:56 am
- Forum: Not a bug
- Topic: [0.17.28] Infinite tech research cost error
- Replies: 1
- Views: 545
Re: [0.17.28] Infinite tech research cost error
So, yes, the research cost probably shouldn't reset to 1. But on the other hand, level 61 will take you 18014398509481984000 science cycles. If you're consuming a million science per minute (about 370 blue belts of each science pack), and you're putting Bob's god modules in your beacons, to give you...
- Fri Apr 12, 2019 5:21 am
- Forum: Ideas and Suggestions
- Topic: [0.17.xx] Toggle Network Bots
- Replies: 2
- Views: 981
Re: [0.17.xx] Toggle Network Bots
My first thought is that it would be much easier, and therefore more likely to happen, if the setting affects all ghosts, not just newly placed ones. Making it affect only certain ghosts requires storing the network can/can't build state in every ghost. My second thought is to wonder what your situa...
- Tue Apr 09, 2019 6:02 pm
- Forum: Technical Help
- Topic: SOLVED [0.17.26] curcuit controlled inserter does not work with belt
- Replies: 4
- Views: 1068
Re: [0.17.26] curcuit controlled inserter does not work with belt
Inserters pulling from belts need multiple ticks to locate and pick up an item. If you disable them before they manage to pick up an item, they'll just go back to idle. Inserters pulling from chests can locate and pick up an entire hand-capacity of items the first tick they're enabled. If you want y...
- Tue Apr 09, 2019 2:51 pm
- Forum: Logistic Train Network
- Topic: Depot station choosing problem.
- Replies: 15
- Views: 5221
- Tue Apr 09, 2019 2:44 am
- Forum: Gameplay Help
- Topic: How to empty pipes already assigned to a fluid/gas?
- Replies: 3
- Views: 1402
Re: How to empty pipes already assigned to a fluid/gas?
If the pipes are empty, remove or unassign all sources feeding into the pipes and all destinations consuming from the pipes. Then build new sources and destinations. (This step is new for 0.17) If the pipes aren't empty, pump the fluid into a tank, or just delete all the pipes. Then note that the pu...
- Mon Apr 08, 2019 12:26 pm
- Forum: Logistic Train Network
- Topic: [0.17/0.18] LTN Combinator
- Replies: 104
- Views: 58707
Re: [0.17] LTN Combinator
LTN's global setting would set a provide threshold of 50M for every station. LTN Combinator only sets the 50M provide threshold for requesters.
- Mon Apr 08, 2019 3:56 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 291741
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
For now, go back to 0.17.24.
I'm not clear on where the devs landed on duplicate fluid ingredients. This may be allowed again in 0.17.26, or PyCoalTBaA may need to not add the second nitrogen input.
I'm not clear on where the devs landed on duplicate fluid ingredients. This may be allowed again in 0.17.26, or PyCoalTBaA may need to not add the second nitrogen input.
- Mon Apr 08, 2019 1:27 am
- Forum: Ideas and Suggestions
- Topic: Further electrificaiton
- Replies: 3
- Views: 1230
Re: Further electrificaiton
There are at least three electric train mods available. I haven't tried any of them, but they are: https://mods.factorio.com/mods/magu5026/ElectricTrain https://mods.factorio.com/mod/ElectricTrains (0.16 only) https://mods.factorio.com/mod/Realistic_Electric_Trains Electric cars and electric tanks a...
- Mon Apr 08, 2019 12:55 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73534
Re: [MOD 0.17] ShinyBobGFX
For me, the stock chemical plant, all three of Bob's Chemical Plants, all four of Angel's Chemical Plants, and both of Angel's Advanced Chemical Plants are visible even without ShinyAngel or ShinyBob. I assumed this was intentional on Angel's part. The properties are mixed; in some ways Bob's plants...
- Mon Apr 08, 2019 12:30 am
- Forum: Logistic Train Network
- Topic: Encoded Network ID, how does it work?
- Replies: 62
- Views: 46684
Re: Encoded Network ID, how does it work?
I don't have much experience with LTN networks, but this is what I've gathered: I believe the design purpose is to use networks to tell LTN which stations are connected. If trains from Depot 1 might attempt to deliver cargo from Provider 2 to Requester 3, and you want to prevent this (either to redu...
- Sun Apr 07, 2019 9:07 pm
- Forum: General discussion
- Topic: What mods are you using - and why?
- Replies: 69
- Views: 24692
Re: What mods are you using - and why?
Advanced Underground Piping is here . It's called Advanced Underground Piping in info.json, but Advanced Fluid Handling on the mod portal. And the filename is "underground-pipe-pack". I haven't used LTN Content Reader yet either, but the plan is to automatically balance my ore consumption ...
- Sun Apr 07, 2019 5:45 pm
- Forum: Not a bug
- Topic: Signal placement sometimes denied even if there is space
- Replies: 2
- Views: 650
Re: Signal placement sometimes denied even if there is space
If the track is supposed to be two-way, place the signal for southbound traffic first and then you can place a signal on the opposite side for northbound traffic. If the track is supposed to be one-way northbound, your rail junctions likely have connections they should not have. But in the meantime,...
- Sun Apr 07, 2019 2:02 pm
- Forum: Not a bug
- Topic: [0.17.25] Probabilistic catalysts are not treated as catalysts for productivity bonuses
- Replies: 5
- Views: 1830
Re: [0.17.25] Probabilistic catalysts are not treated as catalysts for productivity bonuses
As you disregarded the intent of the modder and used the "bobmodules" ability of applying productivity for recipes that should not have any No, I did not. Bob's modules does have that feature, but I did not enable it. Angel natively allows a productivity bonus for that recipe without usin...
- Sun Apr 07, 2019 6:11 am
- Forum: Logistic Train Network
- Topic: Network ID Problem
- Replies: 3
- Views: 1209
Re: Network ID Problem
I was reading posts to use 1, 2, 4, 8, 16, 32, 64... but is not working too... That is what you should be doing. Did you remember to set the network for every single station, including depots? (Depots that serve multiple networks can be set to the sum of the networks. For example, if iron ore is 2 ...
- Sun Apr 07, 2019 6:05 am
- Forum: Logistic Train Network
- Topic: How to configure the division by the networks, or does it even work?
- Replies: 2
- Views: 1110
Re: How to configure the division by the networks, or does it even work?
I believe this should have been posted in the LTN forum. 0x11111111 is hex, not binary, and it is indeed hex for about 286 million. If you are using multiple networks, the simple arrangement involves setting exactly one bit, and yes, must set the network for every station. Optera has pointed out tha...
- Sun Apr 07, 2019 5:57 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 57796
Re: Friday Facts #289 - Character GUI
A) just display the crafting menu with the different tabs again and set the min/max numbers there. This way the player does not have to manually manage the slots. He is already familiar with the Crafting layout, thus he knows where which item is. How do you say that you want to have zero wood in yo...
- Sun Apr 07, 2019 5:31 am
- Forum: Not a bug
- Topic: [0.17.25] Probabilistic catalysts are not treated as catalysts for productivity bonuses
- Replies: 5
- Views: 1830
[0.17.25] Probabilistic catalysts are not treated as catalysts for productivity bonuses
TL;DR Catalysts with probabilistic return, instead of guaranteed return, are not treated as catalysts for the purposes of productivity bonuses. Reproduction Load the attached save game, synchronizing mods and startup settings (angelspetrochem, angelsrefining, angelssmelting, boblibrary, bobmodules,...
- Sun Apr 07, 2019 4:10 am
- Forum: Pending
- Topic: [0.17.25] Ammo "health bar" too wide
- Replies: 3
- Views: 892
Re: [0.17.25] Ammo "health bar" too wide
What do you expect it to look like? It looks exactly like the repair packs to me.