Search found 49 matches
- Mon May 18, 2020 6:42 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1378212
Re: Development and Discussion
The idea behind the rework is not to alter existing recipes, but rather add early game variants to them. When you want to start with any crystals (usualy crystal splinters), you'll have to setup some farming (for pulp), fish (for fish water), puffers (for eggs) and biters (for crystals), which is q...
- Mon May 18, 2020 4:14 pm
- Forum: Ideas and Suggestions
- Topic: Support bigger number of channels by constant combinator
- Replies: 3
- Views: 622
Re: Support bigger number of channels by constant combinator
You can just add a second constant combinator and connect it to the first using the same wire color as you already use for the combinator output (or both if necessary), that's basically functionally identical (the only difference is that you can't easily turn all signals on and off at exactly the sa...
- Mon May 18, 2020 10:29 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1378212
Re: Development and Discussion
The biter chain is an extremely complex chain with no way around it, that comes up very suddenly (you're not gradually building it at the same time as every other chain). I understand that it get's easier once you get the queen set up, or something to that nature, but I'm not really looking to RNG ...
- Sun May 17, 2020 12:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.24] Wrong beacon effects when up-/downgrading modded beacons
- Replies: 1
- Views: 1648
[0.18.24] Wrong beacon effects when up-/downgrading modded beacons
When up- or downgrading to/from modded beacons with a higher distribution efficiency the beacon effects get applied wrong. Tested on latest experimental as of writing this (0.18.24), the modded beacons I tested with are from "FactorioExtended Plus-Module", some other mods (faster belts, lo...
- Sat May 16, 2020 9:20 am
- Forum: Implemented mod requests
- Topic: Allow specifying the location of the script-output directory separately
- Replies: 6
- Views: 2833
Re: Allow specifying the location of the script-output directory separately
As a workaround on Linux you can use bind mounts, they look like regular directories to any user space program, so Factorio has nothing to complain. sudo mount --bind /where/you/want/it /path/to/factorio/script-output It requires root access to the system though. To make the bind mount permanent (ie...
- Thu May 07, 2020 10:07 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1378212
Re: Development and Discussion
Yet Crystals require 90/s Nitric Acid and there are two ways to produce it, one that consumes around 11 Sodium Nitrate and one that consumes around 7. both are at a loss. What am I supposed to do? Productivity it? Supplement it with nitric acid from nitrogen from air separation. Nitric acid is the ...
- Tue May 05, 2020 4:49 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1378212
Re: Development and Discussion
It is quite a power hungry chain (just like IRL), making deuterium quite valuable. You'll also notice that the boiler (on the right) has multiple outputs. I have altered the boiler internally to be some sort of assembling machine, so you can now even add modules and beacon your boilers in order to ...
- Sun Apr 26, 2020 7:11 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26242
Re: [MOD 0.16.x] NiceFill
Nope, that's a different crash. Until NiceFill gets fixed (Klonan already wrote in the bug report that it's not a problem with his mod but with NiceFill), as a workaround you can unpack the mod in your mod folder and edit control.lua to add the following lines at the beginning of the "on_robot_...
- Tue Mar 31, 2020 1:25 pm
- Forum: 1 / 0 magic
- Topic: [0.18.9] No longer playable on NixOS
- Replies: 13
- Views: 5036
Re: [0.18.9] No longer playable on NixOS
In case you are still trying to debug this, the following command usually helps with finding out which file locations a program tries to access:
Code: Select all
strace -e open,openat,fstat -o /tmp/strace-open-log /path/to/bin/x64/factorio