Search found 298 matches

by DaleStan
Fri Sep 27, 2019 4:15 am
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 288502

Re: Natural evolution and alien collector artifact

You should typically post about problems with a mod in the thread (or subforum, if applicable) for that mod.
by DaleStan
Wed Sep 25, 2019 4:37 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 55532

Re: [0.17] Please post bugs and balance issues here.

What he has, based on viewtopic.php?f=49&t=76052, is a save that used to use mods but doesn't any more.
by DaleStan
Wed Sep 25, 2019 4:29 am
Forum: Gameplay Help
Topic: Looking for tested blueprint location
Replies: 5
Views: 532

Re: Looking for tested blueprint location

The best direction to go in is the direction that works. You'll learn, usually the hard way, that you need to keep expansion in mind, and then you'll learn the harder way that you didn't keep it in mind enough. Some blueprints, like balancers or train stations, are relatively easy to find, because t...
by DaleStan
Sat Sep 21, 2019 5:18 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189582

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

steinio wrote:
Sat Sep 21, 2019 3:01 pm
Probably AAI o_O
Probably. For me, electronics 1 also unlocks the electronic circuits.
by DaleStan
Sat Sep 21, 2019 1:47 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189582

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

ore/tile/minute What does that even mean, practically? If you are attempting to maximize ore per minute, the bigger miners are better. You can pack just over half as many miners in the same space, and each miner produces exactly twice as much. For my part, I feel like I'm struggling with the lead/t...
by DaleStan
Sat Sep 21, 2019 3:51 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189582

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

The electric miners are realy large, and feel inefficent, because of the reduced miner density. They're all remarkably close together, but by my calculations, each tier is an improvement over the previous. Tiling copper miners is an interesting problem. If I insist I have to cover the entire ore pa...
by DaleStan
Fri Sep 20, 2019 2:47 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 55532

Re: [0.17] Please post bugs and balance issues here.

Sulfuric waste water and Purified water are both Angel materials, not Bob. You should ask about them in Angel's forum.

That said, FNEI or What is it really used for? can help you figure out how to consume the excess fluids.
by DaleStan
Thu Sep 19, 2019 4:36 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 31583

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

So that means that that in this case, the two outside (built) underground pipes would be connected, even though they should have different content. Is that what you meant to do?
by DaleStan
Thu Sep 19, 2019 1:09 am
Forum: Logistic Train Network
Topic: Different item and fluid thresholds?
Replies: 3
Views: 669

Re: Different item and fluid thresholds?

Not directly, at least as far as I know, but you can pre-filter the requests with a decider combinator. I'd probably do this by connecting the item requests normally and then sending each fluid request through a decider that only passes the request along once it reaches the appropriate threshold.
by DaleStan
Wed Sep 18, 2019 10:16 pm
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 133
Views: 65413

Re: [MOD 0.15] ModuleInserter 2.0.0

I found four lines referencing "construction-robotics". I think that might be the trigger technology. @Choumiko: With IR, I think should be changed either "industrial-roboports" or "deadlock-bronze-construction", whichever the player chooses to research first. I couldn'...
by DaleStan
Sun Sep 15, 2019 8:44 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 217250

Re: [0.12.x][v0.12.10] Bob's Logistics mod

feature request an "underflow" pipe; the opposite of the underflow valve - it cuts off when the input is less than 20%. When i'm recovering from a shortage of a slowly used and created liquid, waiting for the pipes to fill up to 80% to get the second bank of machines turned on is anoying,...
by DaleStan
Thu Sep 12, 2019 7:21 pm
Forum: Won't fix.
Topic: [0.17.68] Server started from cmd has broken input stream (Windows)
Replies: 12
Views: 1340

Re: [0.17.68] Server started from cmd has broken input stream (Windows)

The Windows command prompt has a special feature that all windows applications (as opposed to console applications) are started as if you'd ended the command with & in bash. Use something that doesn't have this feature, or use "start /wait".
by DaleStan
Wed Sep 11, 2019 8:10 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189582

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

MiiNiPaa wrote:
Wed Sep 11, 2019 2:42 pm
For some reason, inserters forget to feed fuel to furnaces smelting stone, other furnaces are unaffected.
This is probably not a bug. The furnace is simply faster than the inserter. See also viewtopic.php?t=75421
by DaleStan
Wed Sep 11, 2019 3:27 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189582

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

I'm very much enjoying this mod. I have found a minor oddity in the tech tree, though. The military (grey) science pack research depends only on Military: you can research the science pack as soon as you research all its ingredients. The chemical (blue) science pack research, on the other hand, depe...
by DaleStan
Sun Sep 08, 2019 2:15 am
Forum: Not a bug
Topic: Inserter forgets about fuel inventory.
Replies: 3
Views: 666

Re: Inserter forgets about fuel inventory.

This doesn't look meaningful to me. One inserter simply cannot keep up with the consumption of one furnace. The inserter happens to choose to load stone before coal. If it chose to load coal first instead, as it does with the furnace immediately to the north, you would instead have a fully-fueled fu...
by DaleStan
Fri May 17, 2019 3:30 pm
Forum: Bob's mods
Topic: Item recepies unkonwn component
Replies: 6
Views: 827

Re: Item recepies unkonwn component

What recipes? Pick three examples.

What does the game display for the unknown component? Name, icon, etc. A screenshot might be the easiest way to answer this one.

What mods are you using?
by DaleStan
Thu May 16, 2019 5:30 pm
Forum: Releases
Topic: Version 0.17.40
Replies: 20
Views: 8318

Re: Version 0.17.40

Auto-update is failing for me again. factorio-current.log says 47.845 Info HttpSharedState.cpp:54: Downloading https://updater.factorio.com/updater/get-available-versions?username=dalestan&token=<private>&apiVersion=2 48.080 1 packages available to download (experimental updates enabled). 48...
by DaleStan
Thu May 16, 2019 5:25 am
Forum: Pending
Topic: [kovarex] [0.17.39] Blueprint Not Completely Placing
Replies: 3
Views: 483

Re: [0.17.39] Blueprint Not Completely Placing

It doesn't look like fluid mixing to me. According to http://fbpviewer.trakos.pl/b/QqDOgjyEbz2q207aIoLbR5N4pPQ and the in-game blueprint preview, all the parts are in the right place, but when I place it, several of the buildings are placed one tile off from where they appear in the preview. You may...
by DaleStan
Wed May 15, 2019 6:55 am
Forum: Duplicates
Topic: [Dominik][0.17.39] crash setting up assembling machine mk2 - need info
Replies: 20
Views: 1854

Re: [0.17.39] build 44970 - crash setting up assembling machine mk2

It does look like that assembly machine fluid bug, but it was supposed to be fixed in 0.17.39.

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