Search found 368 matches

by DaleStan
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 ...
by DaleStan
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...
by DaleStan
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...
by DaleStan
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...
by DaleStan
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...
by DaleStan
Tue Apr 09, 2019 2:51 pm
Forum: Logistic Train Network
Topic: Depot station choosing problem.
Replies: 15
Views: 5221

Re: Depot station choosing problem.

Zggz, will you upload a save, please?
GrumpyJoe wrote:
Fri Apr 05, 2019 1:14 pm
Save file would be helpful, since anyone willing to help would need to see ALL your station stettings
by DaleStan
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...
by DaleStan
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.
by DaleStan
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.
by DaleStan
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...
by DaleStan
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...
by DaleStan
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...
by DaleStan
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 ...
by DaleStan
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,...
by DaleStan
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...
by DaleStan
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 ...
by DaleStan
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...
by DaleStan
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...
by DaleStan
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,...
by DaleStan
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.

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