Search found 124 matches
- Tue Aug 30, 2016 12:43 pm
- Forum: Mods
- Topic: [0.14] Blueprint Items Request 0.1.3
- Replies: 14
- Views: 9304
Re: [0.14] Blueprint Items Request 0.1.0
I'm getting an error every time I left-click on (try to pick up) the blueprint book that's sitting in my tool belt: 6956.224 Error MainLoop.cpp:738: Exception at tick 2955968: Error while running event on_player_cursor_stack_changed (ID 29) LuaItemStack API call when LuaItemStack was invalid. stack ...
- Thu Jul 21, 2016 8:13 am
- Forum: General discussion
- Topic: Best way to defend
- Replies: 28
- Views: 20778
Re: Best way to defend
A steam backup plant can easily supply enough power. Why would you use a system to give you the reliability of steam when you have steam? You say that as if every steam setup were essentially infinite in size or something. That's just ridiculous - it's not so. Look at the picture of my base I poste...
- Thu Jul 21, 2016 1:38 am
- Forum: General discussion
- Topic: Best way to defend
- Replies: 28
- Views: 20778
Re: Best way to defend
And you don't "burn" any energy, solar power is endless. You have 50 solar panels there producing energy, and you burn all of that energy by sending it into radars. I look at that setup and I see 50 solar panels that "aren't connected right" - they should be powering the grid. D...
- Wed Jul 20, 2016 8:35 pm
- Forum: General discussion
- Topic: Best way to defend
- Replies: 28
- Views: 20778
Re: Best way to defend
You guys might be interested in how to make solar reliable for laser defence . That seems too complicated, wasteful, and flawed. It's wasteful because you're burning up a lot of power just for a sensor (though IIRC later in the thread someone has a better version of it). It's flawed because (if I'm...
- Wed Jul 20, 2016 7:24 am
- Forum: General discussion
- Topic: Best way to defend
- Replies: 28
- Views: 20778
Re: Best way to defend
Iron Curtains are effective. I've been calling them my "shields". When I start the first ammo belts (with a splitter so I am sourcing ammo from the "center" rather than one end) and the guns get set up progressively in both directions, eventually enveloping my base, that's "...
- Sun Jul 17, 2016 12:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.5 LAN game crashes with more than 10 mods
- Replies: 12
- Views: 5156
Re: [0.13.5 LAN game crashes with more than 10 mods
Based on the bit of the log that bobingabout quoted here: https://forums.factorio.com/viewtopic.php?f=51&t=28395#p180050 My guess is that adding more mods is causing UDP packets to get large enough to exceed your MTU . (One could partially confirm this by using a network sniffer and seeing if ma...
- Sat Jul 16, 2016 9:56 am
- Forum: Gameplay Help
- Topic: Is Storage useless?
- Replies: 18
- Views: 8077
Re: Is Storage useless?
Not useless but you need to limit yourself in its use -> raw materials only Playing a couple of your mods (ores and refining, without bob's) I buffer a fairly large amount of sulfur (and only vent floatation waste water if the sulfur buffer is full) to ensure I can always count on having plenty of ...
- Wed Jul 06, 2016 8:35 am
- Forum: Implemented Suggestions
- Topic: Pause Logistics Queues / Turn off logistic system requests
- Replies: 59
- Views: 19404
Re: Pause Logistics Queues / Turn off logistic system requests
Short version: I too would like a way to disable character logistics slots. (I also like DukeAl's idea for multiple configurations/presets.) And I would like the character logistic slots to be automatically disabled when I dump my inventory, and maybe a one-time request button/key (that works when c...
- Tue Jun 28, 2016 10:45 pm
- Forum: Maps and Scenarios
- Topic: Map exchange strings
- Replies: 81
- Views: 212585
Re: Map exchange strings
If anyone's looking for a potential challenge... there may or may not be any oil on this map (using 0.13). I haven't found any yet. (Did they change the color or is oil still supposed to be purple on the map?) no_oil.jpg >>>AAANAAAAXQADAwYAAAAEAAAAY29hbAMDAwoAAABjb3BwZXItb3JlAwMDCQAAAGNydWRlLW9pbAMD...
- Sat Jun 25, 2016 2:26 am
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 122424
- Wed May 11, 2016 12:46 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact base in 3x4 chunks - three belt system
- Replies: 6
- Views: 12688
Re: Compact base in 3x4 chunks - three belt system
three belt system I have never seen anybody to do same thing as I do Yep, nobody's done a 3 belt system using smart inserters/chests before. :-) -- https://forums.factorio.com/viewtopic.php?f=8&t=19609#p125230 Now go and figure out how to put all of your liquids in just 3 pipes! :-) Anyways, I'...
- Wed May 11, 2016 12:13 am
- Forum: Show your Creations
- Topic: Red Circuit Factory (basic)
- Replies: 4
- Views: 2392
Re: Red Circuit Factory (basic)
If you put the plastic on the other side of the belt, then you can use that same belt to output your red circuits. Then just put a smart inserter at the end of that belt to collect the red circuits into a single box.
- Sun May 08, 2016 9:49 am
- Forum: Maps and Scenarios
- Topic: TheCity - Custom Scenario for 0.12.10
- Replies: 25
- Views: 30233
Re: TheCity - Custom Scenario for 0.12.10
I've just finished playing through this scenario. It was OK, though some stuff was broken and even without the breakages it was far too easy for my taste (in resources, combat, and "puzzles"). Some feedback: Note that even though some of the below may read like complaining, to the extent t...
- Tue Apr 26, 2016 6:46 am
- Forum: Maps and Scenarios
- Topic: A harder blueprint for those who want a challenge
- Replies: 3
- Views: 3345
Re: A harder blueprint for those who want a challenge
When I started playing this map I figured it would be a finite size map, because why would someone give the player "infinite" resources in the starting area if you're also giving them an infinite number of resources on the rest of the map? But now it looks like that's not the case - at lea...
- Sun Apr 24, 2016 6:15 am
- Forum: Maps and Scenarios
- Topic: A harder blueprint for those who want a challenge
- Replies: 3
- Views: 3345
Re: A harder blueprint for those who want a challenge
Anyone who wants to try this scenario should avoid the "spoiler"s in my posts. I decided to keep going... ...I realized I have yet more abuse that I can apply to the "infinite" resources. Can you guess what I'm going to do? I think this scenario would be better if: 1. There were ...
- Sat Apr 23, 2016 2:47 pm
- Forum: Maps and Scenarios
- Topic: A harder blueprint for those who want a challenge
- Replies: 3
- Views: 3345
Re: A harder blueprint for those who want a challenge
note to all: Scenario requires 0.12.29 or later (or maybe that was 0.12.28 - can't remember for sure, just know I had upgrade from 0.12.19 to something newer to make it work). *** Once you get smart inserters... ...you can really abuse those "infinite" resources: not_harder.jpg I had 8 sto...
- Thu Jan 14, 2016 10:39 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87069
Re: [MOD 12.11+] Train Outposts
Thanks, that seems to be doing the trick.
- Tue Jan 12, 2016 9:13 am
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 87069
Re: [MOD 12.11+] Train Outposts
This mod appears to be incompatible with the Natural Evolution mod. Starting factorio with both mods results in: Error Util.cpp:49: __TrainOutpost__/data-updates.lua:20: attempt to index field 'autoplace' (a nil value) That's unfortunate because for me there are three parts to having permanent outpo...
- Mon Dec 21, 2015 4:07 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Equivalent Exchange
- Replies: 45
- Views: 54957
Re: [MOD 0.12.X] Equivalent Exchange
I just tried this mod out. Below are some issues I noticed (not including lack of access to half-pure matter et al as it's already been brought up earlier in this thread). Use as you wish. Issue: Water is infinite, free, and comes out of an offshore pump very fast. Allowing the conversion of water t...
- Wed Dec 02, 2015 11:09 am
- Forum: Maps and Scenarios
- Topic: The von Neumann Thread
- Replies: 115
- Views: 122424
Re: The von Neumann Thread
Planet Date: 101:18:17; Rocket at 0% Expanded some more in the north. There are now 8 iron fields being mined. Have built my first rocket silo and satellite. (Hmmm, so that's what I have to put into a rocket silo to make rockets...) Planet Date: 102:56:11; Rocket at 11% Have added facilities to manu...