Search found 48 matches

by Coffee Daemon
Sun Apr 19, 2020 10:32 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395521

Re: Development and Discussion

So perhaps I'm being dumb but I just cant find a way of getting rid of hydrogen. I've just gotten up to steel on an BA playthrough. For steel I need oxygen and water separation seems to be the way to go, except I cant even void hydrogen without a flare stack? And I just cant see a use for it either ...
by Coffee Daemon
Sun Mar 15, 2020 9:18 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395521

Re: Development and Discussion

Is it normal that you have to hand craft all the Production Block 1's until you're well into Green science? It seems a bit crazy considering how many you need. They should be craftable in assembling machines, which (by mistake) require red electronics, so that's red science (instead of gray), but f...
by Coffee Daemon
Sat Mar 14, 2020 4:00 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395521

Re: Development and Discussion

Is it normal that you have to hand craft all the Production Block 1's until you're well into Green science? It seems a bit crazy considering how many you need. They should be craftable in assembling machines, which (by mistake) require red electronics, so that's red science (instead of gray), but f...
by Coffee Daemon
Fri Mar 13, 2020 9:51 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395521

Re: Development and Discussion

Is it normal that you have to hand craft all the Production Block 1's until you're well into Green science? It seems a bit crazy considering how many you need.
by Coffee Daemon
Fri Mar 13, 2020 11:11 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1226665

Re: Bugs & FAQ

Seems to be impossible to get past burner stage if you have Bobs Tech and Angels industries on, as one gates electric poles behind tech (bobs) and the other requires electric to run the new science packs (angels). Quite possibly just the way I've got it set up, and I'll just console a pole in soon ...
by Coffee Daemon
Mon Mar 09, 2020 10:41 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1226665

Re: Bugs & FAQ

Running BA, minus bobs tech. Solder is unlocked via Basic Solder Smelting, but requires solder to make science requirements. As far as I can tell this is a hard-lock as it stands.
by Coffee Daemon
Mon Mar 09, 2020 5:28 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1226665

Re: Bugs & FAQ

Seems to be impossible to get past burner stage if you have Bobs Tech and Angels industries on, as one gates electric poles behind tech (bobs) and the other requires electric to run the new science packs (angels). Quite possibly just the way I've got it set up, and I'll just console a pole in soon b...
by Coffee Daemon
Wed Jan 29, 2020 8:13 pm
Forum: PyMods
Topic: Resource gen settings
Replies: 21
Views: 7446

Re: Resource gen settings

So what I've learned. RSO will only put every ore around your starting area IF there are biters on. Once resources are placed in the immediate starting area, there is a gap between the ore patches where there just IS NO ORE. This gap scales with Starting Area. If no enemies at map spawn, RSO doesn't...
by Coffee Daemon
Wed Jan 29, 2020 6:41 pm
Forum: PyMods
Topic: Resource gen settings
Replies: 21
Views: 7446

Re: Resource gen settings

Use RSO (resource spawner overhaul) that helps a lot with resource generation. Next I would turn off vanilla oil, Py has his own types and it doesn't make sense to have regular oil spawns with his. The rest of the resource settings you make the way you like. RSO will give you the base of what you n...
by Coffee Daemon
Wed Jan 29, 2020 4:39 am
Forum: PyMods
Topic: Resource gen settings
Replies: 21
Views: 7446

Resource gen settings

As title. Looking to see what people think are reasonable resource gen settings. Tried my usual and found that there were MASSIVE patches everywhere, my OCD just wouldnt let me build on them. Also hitting restart to get a new gen seems to mess the settings up and will often just cause a massive patc...
by Coffee Daemon
Tue Nov 27, 2018 2:12 am
Forum: Logistic Train Network
Topic: LTN showing wrong error message
Replies: 1
Views: 1315

LTN showing wrong error message

Spent alot of time trying to debug an error message saying "[LTN] No station supplying Coal found in networks 0xffffffff."

As soon as I atificially created demand for coal at a station it would supply. Seems like it shouldnt have made that error message?
by Coffee Daemon
Thu Oct 11, 2018 9:49 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 102484

Re: pY Industry - Discussion

Hey Pyanodon. I am looking at the robots introduced in pY Industry and they are unfortunately very hard to use, as you need to push to vanilla robots before you can get logistics chests. Might I suggest an unweildly annoying building that acts like a Logistic Storage Chest? That way your constructi...
by Coffee Daemon
Thu Oct 11, 2018 4:09 pm
Forum: PyMods
Topic: pY Industry - Discussion
Replies: 246
Views: 102484

Re: pY Industry - Discussion

Hey Pyanodon. I am looking at the robots introduced in pY Industry and they are unfortunately very hard to use, as you need to push to vanilla robots before you can get logistics chests. Might I suggest an unweildly annoying building that acts like a Logistic Storage Chest? That way your constructio...
by Coffee Daemon
Wed Sep 12, 2018 3:35 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 242888

Re: pY HighTech Discussion

I'm just wondering, as I'm in the early stages of a PY playthough. Is there any benefit in using PY's more complex design to make lvl1 boards over the basic version?
by Coffee Daemon
Mon Aug 14, 2017 9:21 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 594326

Re: [MOD 0.15.x] pY Coal Processing

Just to check, but does this mod change iron spawning? Or have I just been screwed by my spawn?
by Coffee Daemon
Tue Jul 04, 2017 7:14 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 284229

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.4

Having some issues with depots. I am running 2 sizes of trains, 3-8-3's and 1-1-1's. I have depot's for each, yet even with setting the train sizes I still get the 1-1-1's going to the 3-8-3 depot and vice versa. Any ideas if/what i'm doing wrong? Also on an unrelated note I've gotten a storage area...
by Coffee Daemon
Tue Jul 04, 2017 4:52 pm
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 66241

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

Update: 1.2.2 - Ghost entities are that placed by the automation script no longer have a time limit. (you don't need to research anything). THANK THE MACHINE GOD. I was having issues with the insane junk you accumulate causing my logistics storage to bottleneck. All my robots stopped and stuff time...
by Coffee Daemon
Sat Jun 17, 2017 9:59 pm
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 66241

Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)

Fixed removed item age tracking which was broken by Factorio .15 release. Unfortunately I had force the stack size of all "age-able" items to 1 to fix this..
You caused item explosions. LOTS of item explosions.
by Coffee Daemon
Fri Jun 09, 2017 8:43 pm
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 66241

Re: [MOD 0.14.x] Wear and Tear (plus automated maintenance)

Hi withers, are you still working on the mod? If not I would like to take the mod over and keep it up to date. Ok, update. The mods I listed as what I thought might be an issue were not, and I tested on a vanilla game to see and yes even on vanilla it refuses to replace recipes. You can fix the bug...
by Coffee Daemon
Fri Jun 09, 2017 7:33 pm
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 66241

Re: [MOD 0.14.x] Wear and Tear (now with full automation)

I had an idea for how to run logistic robot failure. On a set interval (maybe a randomised interval): Get the number of active logistic robots. Calculate the chance or number of logictic robot failures based on number active. Scan roboports and run the 'robot failure actions' on inactive robots. If...

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