If you install an earlier version of Factorio this mod was interesting to try and launch. More a case of no electricity and needing coal access rather than than piping steam.
I cannot remember if burner inserters could refuel from target location but would add that.
One of the forum staff made an ...
Search found 23 matches
- Thu Nov 01, 2018 7:02 am
- Forum: Ideas and Suggestions
- Topic: Steam age
- Replies: 25
- Views: 12751
- Sun Oct 28, 2018 4:56 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228691
Re: [0.16] Sea Block Pack 0.2.16
Somehow he was creating land at around the size of his city blocks.
Long reach + spamming increase landfill size until your brush size is half the screen fill in the water very quickly.
One balance annoyance that I've found is that once you get Mk2 sniper turrets, you can out-range all ...
- Sat Oct 27, 2018 5:30 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228691
Re: [0.16] Sea Block Pack 0.2.16
The science tweaker has two reduced settings as well as more difficult ones but I haven't tried it yet.
I dont think, that reducing science cost would reduce much of this struggle.
In my experience, I build longer on the chains for different items, and science is most of the time idle.
[/quote ...
- Fri Oct 26, 2018 3:44 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228691
Re: [0.16] Sea Block Pack 0.2.16
I would work out how much time that I wanted to spend on a map and then implement settings to suit. I watched a few streamed portions of a Nilaus' base that had hundreds of hours and he was using long reach, nanobots and console commands to kill worms. It looked like speed setting was also increased ...
- Fri Oct 26, 2018 2:15 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228691
Re: [0.16] Sea Block Pack 0.2.16
Why does science pack 3 require so much gold?
The default settings will provide you with a map that could take a few hundred hours to complete. If you plan to leave it running unattended something like auto research mod will help.
BEFORE generating a map there are a number of mod settings ...
- Sun Oct 21, 2018 7:46 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228691
Re: [0.16] Sea Block Pack 0.2.16
Then, question - how more effective generate electricity in early game? Only build more and more wind generators? Or focus on grow trees, and convert it to fuel? Or multiply this farm, and try to run it on max effectivity?
Focus on tree farming. It's a lot better for making fuel than green ...
- Thu Oct 18, 2018 2:39 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228691
Re: [0.16] Sea Block Pack 0.2.16
They are slow. But modules helpMegatron wrote: Thu Oct 18, 2018 2:37 pm Has anyone problems with compressed air generation or air scrubbing?
There should definitely be a MK3 and maybe even MK4 Air Filter. Those available are just horribly slow.
- Thu Oct 18, 2018 2:05 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228691
Re: [0.16] Sea Block Pack 0.2.16
The lime can be consumed with porous lime filters which only required blue science.
The sodium hydroxide seems to be consumed and at times I found I needed to make extra.
Because of the difficulty to obtain the trees for tree seeders I would also have a look at the farms as an alternative. The ...
The sodium hydroxide seems to be consumed and at times I found I needed to make extra.
Because of the difficulty to obtain the trees for tree seeders I would also have a look at the farms as an alternative. The ...
- Wed Sep 12, 2018 2:54 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1228691
Re: [0.16] Sea Block Pack 0.2.14
Sea block pack 0.2.14 has been released. Check first post for download link.
Update to latest Angel's mods. Includes migration script to spawn new bioprocessing puffer-nests and fish in existing saves.
Bugfix for Angel's bioprocessing alien artifact creation.
The new bioprocessing ...
- Mon Jan 29, 2018 8:10 am
- Forum: Not a bug
- Topic: [0.16.20] stack inserter not take from blue underground belt o
- Replies: 3
- Views: 2215
[0.16.20] stack inserter not take from blue underground belt o
I was experimenting with smelters using vanilla sandbox trying to get best compression ratio/narrowest layouts. I ended up using circuits so that I didn't necessarily need a half belt of coal and to increase the amount of ore made available to the smelters.
Found an example where a green stack ...
Found an example where a green stack ...
- Wed Jan 03, 2018 8:43 pm
- Forum: Pending
- Topic: 16.12 Inserter dropping on to Splitter
- Replies: 4
- Views: 3783
Re: 16.12 Inserter dropping on to Splitter
What are you even reporting?
Answer those questions please:
What do you do?
What happens?
What do you expect to happen instead?
you do nothing except for examples that use an assembler may require new raw materials
red light examples the inserter at the lower segment of splitter does not ...
Answer those questions please:
What do you do?
What happens?
What do you expect to happen instead?
you do nothing except for examples that use an assembler may require new raw materials
red light examples the inserter at the lower segment of splitter does not ...
- Wed Jan 03, 2018 1:54 pm
- Forum: Pending
- Topic: 16.12 Inserter dropping on to Splitter
- Replies: 4
- Views: 3783
16.12 Inserter dropping on to Splitter
Fairly sure that I read somewhere that the examples with the red lights are supposed stop and that is by design. The issue seems to be about the area of the splitter that the inserter is dropping on to. Examples will stop/clog/block, or whatever you want to call it, when dropped directly from rear ...
- Mon Jan 01, 2018 2:45 am
- Forum: Duplicates
- Topic: [0.16.4] Sideloaded underground belt gets stuck
- Replies: 6
- Views: 4993
Re: [0.16.4] Sideloaded underground belt gets stuck
Thanks for the report and saves however due to the complexity of belts there's not much that can be done with the saves.
I'll need a minimal save (50x50 max size) that has belts working and then at some number of ticks later it breaks in order to get this fixed.
If the problem is going to occur ...
I'll need a minimal save (50x50 max size) that has belts working and then at some number of ticks later it breaks in order to get this fixed.
If the problem is going to occur ...
- Sat Dec 30, 2017 1:55 am
- Forum: Duplicates
- Topic: [0.16.4] Sideloaded underground belt gets stuck
- Replies: 6
- Views: 4993
Re: [0.16.4] Sideloaded underground belt gets stuck
Saw this from https://forums.factorio.com/viewtopic.php?f=47&t=55624 .
I am also experiencing this issue. It has happened several times, but only with this splitter in particular. Removing the splitter, and re-placing it seems to fix the problem for several hours.
I dont have an example but I ...
I am also experiencing this issue. It has happened several times, but only with this splitter in particular. Removing the splitter, and re-placing it seems to fix the problem for several hours.
I dont have an example but I ...
- Sat Dec 16, 2017 12:30 am
- Forum: Resolved Problems and Bugs
- Topic: [posila][16.2] Unexpected error while loading vanilla game in Multiplayer (El.SubNet.::getDemand) MR
- Replies: 29
- Views: 14511
Re: [16.2] Unexpected error while loading vanilla game in Multiplayer (ElectricSubNetwork::getDemand
I updated to 16.3 and this issue appears to be fixed for me now!
I was wondering if it might be related to a different fix we did in 16.3.
Can others confirm/deny it's working in 0.16.3?
The multiplayer server was automatically reset so I cannot verify it from the multiplayer perspective. But ...
I was wondering if it might be related to a different fix we did in 16.3.
Can others confirm/deny it's working in 0.16.3?
The multiplayer server was automatically reset so I cannot verify it from the multiplayer perspective. But ...
- Thu Dec 14, 2017 9:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][16.2] Unexpected error while loading vanilla game in Multiplayer (El.SubNet.::getDemand) MR
- Replies: 29
- Views: 14511
Re: [16.2] Unexpected error while loading vanilla game in Multiplayer
Thanks for the report. The log file you provided doesn't show any crash in it. Are you sure you uploaded the correct log file?
I have opened game a number of times in past few hours. I cannot be confident that it was the correct file.
What I have done is replicate the error a second time a few ...
I have opened game a number of times in past few hours. I cannot be confident that it was the correct file.
What I have done is replicate the error a second time a few ...
- Thu Dec 14, 2017 6:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][16.2] Unexpected error while loading vanilla game in Multiplayer (El.SubNet.::getDemand) MR
- Replies: 29
- Views: 14511
Re: [16.2] Unexpected error while loading vanilla game in Multiplayer
Loewchen,
I found out by opening a different multiplayer game Factorio currently actually creates the "temp" folder and "currently-playing" folder when it is loading the game (actually in the same folder where saved games and mod etc are stored).
When running normally It appears to actually ...
I found out by opening a different multiplayer game Factorio currently actually creates the "temp" folder and "currently-playing" folder when it is loading the game (actually in the same folder where saved games and mod etc are stored).
When running normally It appears to actually ...
- Thu Dec 14, 2017 4:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][16.2] Unexpected error while loading vanilla game in Multiplayer (El.SubNet.::getDemand) MR
- Replies: 29
- Views: 14511
Re: [16.2] Unexpected error while loading vanilla game in Multiplayer
Loewchen,
I did have seablock mods but not active because was playing the vanilla multiplayer game. I just erased all mods from the mod folder, attempted to reload the multiplayer map and the same reported error occurs and there is no change in the symptoms.
Being a multiplayer game I cannot see a ...
I did have seablock mods but not active because was playing the vanilla multiplayer game. I just erased all mods from the mod folder, attempted to reload the multiplayer map and the same reported error occurs and there is no change in the symptoms.
Being a multiplayer game I cannot see a ...
- Thu Dec 14, 2017 3:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila][16.2] Unexpected error while loading vanilla game in Multiplayer (El.SubNet.::getDemand) MR
- Replies: 29
- Views: 14511
[posila][16.2] Unexpected error while loading vanilla game in Multiplayer (El.SubNet.::getDemand) MR
Vanilla multiplayer game currently hosted called ".Factorio One | #01A | Default" was playing it a lot about 4 hours ago, I had a break from game, returned and now it has an unexpected error when attempting to load game. Game loads 19 meg and then the unexpected error dialog box appears giving ...
- Fri Mar 10, 2017 2:05 pm
- Forum: Multiplayer
- Topic: Multiplayer Griefers seem to be increasing
- Replies: 6
- Views: 4256
Re: Multiplayer Griefers seem to be increasing
Thanks for comments. But sort of missing the point. Vanilla games seem to be the ones that are more popular but also most abused because there is not really any protection.
As a player, knowing that most of the multiplayer maps will be most likely destroyed by someone, greatly reduces my interest ...
As a player, knowing that most of the multiplayer maps will be most likely destroyed by someone, greatly reduces my interest ...