Search found 368 matches

by DaleStan
Thu Dec 15, 2022 12:35 am
Forum: Angels Mods
Topic: Bioprocessing: avoiding fish butchering
Replies: 4
Views: 1380

Re: Bioprocessing: avoiding fish butchering

I think I found a fish-free route that starts with creating raw crystal splinters in a Biter Refugium. If you want to avoid biters too, you can make polluted artificial fish water from artificial fish water and raw meat, and farm puffers for meat.
by DaleStan
Wed Dec 14, 2022 11:56 pm
Forum: Technical Help
Topic: [1.1.72] I just updated mods and it completely broke my installation
Replies: 6
Views: 1156

Re: [1.1.72] I just updated mods and it completely broke my installation

I agree that it shouldn't have updated to mods that require a newer version of the base game.

If you haven't already rolled your mods back, you can probably switch to the experimental version instead.
by DaleStan
Tue Dec 13, 2022 11:54 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1383999

Re: Development and Discussion

I commented on that subject, though not those reactions, a few years back. Good luck figuring out the correct search terms, though: 68408

My conclusion was that gameplay is more important than realism.
by DaleStan
Mon Dec 12, 2022 12:11 am
Forum: Gameplay Help
Topic: Basic Rail Shapes
Replies: 7
Views: 1349

Re: Basic Rail Shapes

There are at most four track pieces in the game, not counting rotations: 1.png 0eNrNk9mqwjAQht9lrlNo6lLNq4iULoMOtklJ0mKRvvvJwnEB9eIgHC9yMcv/z3wwuUDVDthrkraolDqBuNwyBsTuLvQ1qpWMaUMHWbY+Z6ceQQBZ7ICBLDsf6ZJamBmQbPAMgs97BigtWcKoD8FUyKGrULuGq9JYpz0cbRIsGPTKOJWSfpR3cp0TiGTlzBvSWMda5geEFcTdxgxG1CY2bPgy32b5...
by DaleStan
Sun Dec 11, 2022 4:26 am
Forum: Technical Help
Topic: Auto update
Replies: 1
Views: 435

Re: Auto update

I suspect you need to post your factorio-current.log for this.

Also, you can choose not to update, and continue playing 1.1.72.
by DaleStan
Fri Dec 09, 2022 4:13 pm
Forum: Technical Help
Topic: [1.1.72] New mods do not work on the current save game
Replies: 3
Views: 493

Re: [1.1.72] New mods do not work on the current save game

What mod did you update? Will you post your factorio-current.log, please?
by DaleStan
Fri Dec 09, 2022 6:37 am
Forum: Implemented in 2.0
Topic: Tunnel or bridges for trains
Replies: 113
Views: 44157

Re: Add Train Bridges and Tunnels for ^ Throughput

https://www.google.com/search?q=factorio+train+bridge gives me four different mods, of which I've used none, but one of those will probably do the trick. https://mods.factorio.com/mod/RenaiTransportation also gives you bridge-like things. The choices for tunnels seem to be https://mods.factorio.com/...
by DaleStan
Mon Dec 05, 2022 5:21 am
Forum: Releases
Topic: Version 1.1.73
Replies: 10
Views: 10934

Re: Version 1.1.73

I thought I had tried clocking those inserters (probably back when 1.1 first released). Even with that I was unable to get 3 full belts. Can you shared a blueprint, or let me know what timing you are using for that? Each inserter swings once every 64 ticks, and each near/far pair starts their swing...
by DaleStan
Fri Dec 02, 2022 7:45 pm
Forum: Releases
Topic: Version 1.1.73
Replies: 10
Views: 10934

Re: Version 1.1.73

Well, this is rather unfortunate news. The unloader pictured below was really nice to have, even if it didn't work in all directions. I always clocked that unloader when I wanted maximum throughput; with clocked box-to-belt inserters it can still do three full belts. As a bonus, it'll do a much bet...
by DaleStan
Fri Dec 02, 2022 4:57 am
Forum: Releases
Topic: Version 1.1.73
Replies: 10
Views: 10934

Re: Version 1.1.73

The win64 incremental update for this release is larger (by less than 1MB, but still larger) than the complete portable win64 download. Is this just an unlucky coincidence, or did the incremental update accidentally include things it doesn't need?
by DaleStan
Sat Mar 20, 2021 11:37 pm
Forum: Gameplay Help
Topic: An extensive guide for combinators?
Replies: 2
Views: 1087

Re: An extensive guide for combinators?

I think your best bet is to look at the descriptions from DaveMcW and arrow in my gluteus on how they created Sandstorm and FactoRayO, respectively. And then do a lot of experimentation. That sort of work is still a black art.
by DaleStan
Thu Mar 11, 2021 5:18 am
Forum: Gameplay Help
Topic: [1.1.26] Accumulators are randomly not present on the power network
Replies: 12
Views: 3260

Re: [1.1.26] Accumulators are randomly not present on the power network

Which specific power pole? I've already clicked on several, and all showed the single unified network.
by DaleStan
Thu Mar 11, 2021 4:51 am
Forum: Gameplay Help
Topic: [1.1.26] Accumulators are randomly not present on the power network
Replies: 12
Views: 3260

Re: [1.1.26] Accumulators are randomly not present on the power network

Which power pole were you clicking on when you saw the 20-panel, 0-accumulator network?

I suspect that you did have two separate networks, but have now fixed that. Your screenshots have one network with 465 solar panels and one with 20 solar panels, but I see a network with 485 panels.
by DaleStan
Thu Mar 11, 2021 4:26 am
Forum: Logistic Train Network
Topic: Suggestion: Dump Station
Replies: 11
Views: 3872

Re: Suggestion: Dump Station

But then you also have a minimum of one train per material. In the main area of my current (partially-LTN) game, I have three fluid trains for four fluids, one small train for three low-demand items, and eight large trains for twelve high-demand items. When the planets align, and I need three of tho...
by DaleStan
Mon Mar 08, 2021 4:15 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152279

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

If I use ctrl-click to link an intermediate product, that state is not saved when exporting and re-importing. To reproduce, import this production line: H4sIAAAAAAAA/91X0W6jOhD9lYpnEwUCSa8qHvcH+lpVyDGTXqvGRmDajar8+w42EJO4DbtNpap5Cbbx8czx8RlcqBuhGBU3efbGiywoVQEijwOiXiXUWVBQ AY2mMiBbfO+5yd7Mfx7Z1/tGQC...
by DaleStan
Sun Mar 07, 2021 12:02 am
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 240396

Re: pY HighTech Discussion

Will you attach the image directly, rather than saving it into an ODT first, please?
by DaleStan
Sat Mar 06, 2021 6:18 pm
Forum: Ideas and Suggestions
Topic: Consistency between Production and Electric Network Info screens
Replies: 5
Views: 1321

Re: Consistency between Production and Electric Network Info screens

I also think the current way is correct: The information I'm most interested in is on the left side in both windows. And continuing the off-topic: It wouldn't be the same information, though. If you click on a power pole, you get the statistics for that particular electric network, while the product...
by DaleStan
Fri Mar 05, 2021 6:02 pm
Forum: General discussion
Topic: Lua or something else?
Replies: 31
Views: 8145

Re: Lua or something else?

But it's a whole lot less common than it would be if the mods were written in C.
by DaleStan
Fri Mar 05, 2021 4:59 pm
Forum: General discussion
Topic: Lua or something else?
Replies: 31
Views: 8145

Re: Lua or something else?

It may be inefficient to mark pages for cleanup, but I am most certainly not offering to debug memory leaks or double-free errors caused by poorly-written mods.

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