Search found 61 matches
- Tue Jan 21, 2020 12:52 am
- Forum: Logistic Train Network
- Topic: Restrict trains to certain resources only?
- Replies: 10
- Views: 4080
Re: Restrict trains to certain resources only?
It's not complex at all! That's the best part. The only thing one has to do is set the depo stop to "Read train contents" and "Enable/disable" on Anything>0. Wires only required if you want the programmable speaker part.
- Mon Jan 20, 2020 6:29 pm
- Forum: Logistic Train Network
- Topic: Restrict trains to certain resources only?
- Replies: 10
- Views: 4080
Re: Restrict trains to certain resources only?
I would consider having a train in depo with any resources to be a bug in one's railway network. It should always be ensured that providers load only as much as is requested and requesters have enough space to unload everything. Instead of doing complex filtering when unloading and handling unwanted...
- Sat Jan 04, 2020 11:22 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 293854
Re: pY Alien Life - Discussion
I'm very excited for this one, and waiting for it to be finished before starting a next playthrough including your mods. Are you anywhere close to finishing it? Could you estimate when we can expect it to be released?
- Sat Jan 04, 2020 6:34 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 295523
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Is anyone playing with both PyRO and angel's ore stuff? Are they going along well together or is it better to just use angel's when mixing ab with py? I'm mostly interested in whether PyRO is better at anything. Or does it add anything important that other py mods utilize?
- Sat Dec 14, 2019 11:07 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
- Replies: 42
- Views: 35782
Re: Masotorio. [0.17.45 (anything higher at your own risk)]
There should be a recipe in High Distillation Tower to make coke from coal/wood
- Wed Dec 11, 2019 11:50 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 360730
Re: [MOD 0.17] Industrial Revolution
Started playing with this mod today. I can only say one thing.
And seeing momo is interested in these, and has a mod on top of IR&Krastorio the future is looking bright.
And seeing momo is interested in these, and has a mod on top of IR&Krastorio the future is looking bright.
- Tue Dec 10, 2019 5:39 pm
- Forum: Mods
- Topic: [0.17+] Circuitissimo / Circuit Warehouses / Factorissimo-Style Combinator
- Replies: 7
- Views: 3996
Re: [0.17+] Circuitissimo / Circuit Warehouses / Factorissimo-Style Combinator
This is super cool. And using normal combinators but scaled to fit more in a single tile is very clever, and should have no impact on performance. I will cetrainly use it when I happen to need more complicated circuitry.
- Mon Dec 09, 2019 4:02 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
- Replies: 42
- Views: 35782
Re: Masotorio. [0.17.45 (anything higher at your own risk)]
Sorry, I'll not be touching this until final stable 0.17 is released as it seems past versions disappear very quickly (which in my opinion totally kills the mod scene but whatever. In minecraft I can still play versions from years ago and it was always understood, for any game, that modpacks are har...
- Mon Jun 17, 2019 12:57 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
- Replies: 42
- Views: 35782
Re: Masotorio. [0.17.45+]
Hi guys : Do I miss something, or is the mod locked from the beginning ? To get Science packs I need Circuit Substrate 1... which is to be done by an industry needing this very item. ? You can make them by hand using a different recipe The modpack as is has it unlocked from the beginning on 0.17.45...
- Wed Jun 12, 2019 4:17 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
- Replies: 42
- Views: 35782
Re: Masotorio. [0.17.45+]
17.45 is still available, I won't update the pack here because I don't care about further versions unless critical bugs appear
either downgrade or update the mods yourself
either downgrade or update the mods yourself
- Wed Jun 05, 2019 9:22 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
- Replies: 42
- Views: 35782
Re: Masotorio. [0.17.45+]
Updated.
Surprisingly little amount of problems this time.
Surprisingly little amount of problems this time.
- Tue Jun 04, 2019 11:29 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
- Replies: 42
- Views: 35782
Re: Masotorio. [0.17.15+]
Sorry for not keeping it up to date, but the constant factorio updates, and mods breaking exchausted me and I just took a break. Didn't even know many people were using it. Thanks to those who managed to get it on their own and posted solutions. I wanted to wait for a more stable release, but seeing...
- Tue Apr 16, 2019 8:59 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 136229
Re: [0.17] Please post bugs and balance issues here.
I will have to change it to 11.25xN, I only noticed it after 50h of playing and need backwards compatibility.
Nevertheless, it should be possible to give at least correct values in the tooltip, as the only problem I have with it is that it's a silent difference that breaks your factory at some point.
Nevertheless, it should be possible to give at least correct values in the tooltip, as the only problem I have with it is that it's a silent difference that breaks your factory at some point.
- Tue Apr 16, 2019 1:54 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 136229
Re: [0.17] Please post bugs and balance issues here.
I have a suspicion that belts from overhaul are slower than they claim. I had a processing line that processes exactly 20/s but the last machine had quite long breaks. Then I used this https://www.reddit.com/r/factorio/comments/6m80qe/very_accurate_belt_throughput_counter_without/ counter to measure...
- Mon Apr 01, 2019 7:39 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
- Replies: 42
- Views: 35782
Re: Masotorio. [0.17.15+]
I will do an update soon as 2 days ago there were some significant updates, and try to write up all the 'breaking' changes made by mods and by my fixes.
updated
updated
- Thu Mar 28, 2019 5:43 pm
- Forum: PyMods
- Topic: Why is pY tuned for such slowness?
- Replies: 26
- Views: 9066
Re: Why is pY tuned for such slowness?
Py has always been a balance nightmare since its inception. I've tried it three times over the years and ended up watching a movie while waiting for basic tasks to complete. The mod fits that 'good in concept, but bad execution' role. You may encounter some "B-but.. It's difficult and complex!...
- Tue Mar 19, 2019 7:58 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
- Replies: 42
- Views: 35782
Masotorio. [0.17.45 (anything higher at your own risk)]
I've wanted to post this pack for the last few months but was hesitating because of how much problems there was with it, but it's getting more mature now. This pack was created for maximum complexity, but at the same time it tries to keep things balanced, reasonable, and not tedious. I have made min...
- Mon Mar 18, 2019 3:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Game crashed several times while creating assemble arrays for solid fuel: FluidSystem::remove
- Replies: 4
- Views: 1305
Re: [0.17.14] Game crashed several times while creating assemble arrays for solid fuel: FluidSystem::remove
I had many crashes when placing a building with fluid boxes over a ghost with a different rotation (I think, that's what I narrowed it down). (I also had similar issues when removing some buildings, but I don't have a stack trace for that). I think this may be related, so I will post it here instead...
- Sun Mar 17, 2019 8:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.6] UI Description of the mod is outside parent window
- Replies: 3
- Views: 2716
Re: [kovarex] [0.17.6] UI Description of the mod is outside parent window
Also happens with the "buff overview window"
- Sun Mar 10, 2019 3:32 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 594631
Re: pY Coal Processing - Discussion
I see that additional building tiers have been added in the last version. Can they be enabled? Or will be in the future updates? Will other buildings like auog paddock, tailings-pond, ulric corral get additional tiers too? (other py components) Or are they enabled by default and it's just my modpack...