Search found 187 matches

by AngledLuffa
Mon Jan 01, 2024 6:19 am
Forum: Angels Mods
Topic: How big is a fish??
Replies: 5
Views: 1326

Re: How big is a fish??

It sounds like the problem here is not that the fish are huge, but that the train cars storing 25,000 units are very small
by AngledLuffa
Sat Dec 30, 2023 5:11 pm
Forum: Angels Mods
Topic: How big is a fish??
Replies: 5
Views: 1326

Re: How big is a fish??

What kind of car is this ?
I should have been more specific: I meant a tank car like what goes on a train, holding a fluid directly:

https://en.wikipedia.org/wiki/Tank_container

Thank you for your detailed exploration of my random musings. Nice to wake up to
by AngledLuffa
Sat Dec 30, 2023 7:21 am
Forum: Angels Mods
Topic: How big is a fish??
Replies: 5
Views: 1326

How big is a fish??

A base level tank car fills up with 25,000 fluid. I don't know if this is well defined anywhere, but I think it is reasonable to treat 1 fluid as 1 liter. A real life tank car starts in the 20,000 liter range and gets bigger (much like AngelBob tank cars) A single Factorian Fish squishes down to 200...
by AngledLuffa
Sat Nov 25, 2023 2:40 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1403643

Re: Bugs & FAQ

I'm getting quite a few "Something Went Wrong" when using FNEI to look up usages of various crushed ores. For example, Jivolite Chunks 7/7 1 Crystal catalyst, 2x Saphirite chunks, 2x Jivolite chunks -> 1x Something went wrong I can report a few others, if relevant. I currently have the fol...
by AngledLuffa
Thu Mar 25, 2021 6:02 pm
Forum: Releases
Topic: Version 1.1.28
Replies: 14
Views: 13435

Re: Version 1.1.28

If there's attention being given to the fluid turrets, would you check why the fluid turrets don't seem to fully sleep in some cases? On a large map where my wall is entirely artillery, lasers, and flamers, after I turned off the biters, the artillery nd flamers still get charged with some update ti...
by AngledLuffa
Sat Feb 27, 2021 3:54 pm
Forum: Ideas and Suggestions
Topic: Artillery and Flamethrower turret sleep
Replies: 2
Views: 1403

Re: Artillery and Flamethrower turret sleep

Possibly, but as you can see in the above screenshots, the update time per tick is almost 0.001s for an artillery. Flamethrowers seem to be 0.0001s. It's not a ton but it starts to add up if you put down a lot of artillery and line your walls with flamethrowers. Might be worth investigating why they...
by AngledLuffa
Thu Feb 25, 2021 9:02 pm
Forum: Ideas and Suggestions
Topic: Artillery and Flamethrower turret sleep
Replies: 2
Views: 1403

Artillery and Flamethrower turret sleep

TL;DR All turret types should have the ability to sleep when no enemies are near. What ? Looking at the entity time usage debug stats, I can see that artillery turrets and flamethrower turrets are using a small but meaningful amount of time. This is on a map which currently has no biters at all (I ...
by AngledLuffa
Sat Feb 13, 2021 11:22 pm
Forum: PyMods
Topic: Unknown key at start of new map
Replies: 0
Views: 1052

Unknown key at start of new map

If I start a new map with all of the Pyanodon's mods enabled, there are two things next to the rocket ship: Unknown key entity-name.crash-site-assembling-machine-1-repaired
by AngledLuffa
Sat Feb 13, 2021 11:16 pm
Forum: PyMods
Topic: Fish for when biters bite me
Replies: 1
Views: 1363

Fish for when biters bite me

Just trying to start out a pyanodon's mod. When I pick up fish from the lake, I get Fish Mk 01, which do not seem to be consumable. How do I get fish to eat for when the biters attack me?
by AngledLuffa
Fri Feb 05, 2021 6:31 am
Forum: Bob's mods
Topic: [1.1] bugs and balance issues.
Replies: 111
Views: 42334

Re: [1.1] bugs and balance issues.

I just played through my first Bob's, with the only Angel's mod being the infinite resources. Excellent, as I'm sure you've heard many times. I found that I was piling up massive amounts of some of the gems and not enough of the others via the infinite gems. I was thinking that an interesting way to...
by AngledLuffa
Sat Jan 23, 2021 11:16 pm
Forum: Pending
Topic: [1.1.6] Fast replace of underground belts in Bob's not replace second half
Replies: 3
Views: 1795

Re: [1.1.6] Fast replace of underground belts in Bob's not replace second half

It is completely possible this is an issue with the belts in the mod. I can post it on the Bob's forums if that's the case
by AngledLuffa
Sat Jan 23, 2021 11:16 pm
Forum: Pending
Topic: [1.1.6] Fast replace of underground belts in Bob's not replace second half
Replies: 3
Views: 1795

Re: [1.1.6] Fast replace of underground belts in Bob's not replace second half

Sorry for going AWOL. I don't know if I have the patience to advance a Bob's Mods map to a "minimal" demonstration of the problem, so I am just attaching the launched rocket save I have. I put a belt with an underground belt next to my character, and the replacement belt should be in hand....
by AngledLuffa
Sat Jan 23, 2021 10:12 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1403643

Re: Bugs & FAQ

Infinite gems is still producing "unsorted gem" when the corresponding recipe is turned off. The result is a big pile of unusable material. Ideally, Angel's would turn on that recipe in Bob's if the infinite gems ore fields are created. https://forums.factorio.com/viewtopic.php?p=355785#p...
by AngledLuffa
Fri Jan 15, 2021 8:02 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1403643

Re: Bugs & FAQ

Infinite gems is still producing "unsorted gem" when the corresponding recipe is turned off. The result is a big pile of unusable material. Ideally, Angel's would turn on that recipe in Bob's if the infinite gems ore fields are created. https://forums.factorio.com/viewtopic.php?p=355785#p3...
by AngledLuffa
Tue Dec 15, 2020 7:11 am
Forum: Ideas and Suggestions
Topic: Dragging belt at 90 degree angle now impossible
Replies: 2
Views: 1118

Dragging belt at 90 degree angle now impossible

In the era when I have trains but not bots, I want to build stations with belts feeding into the chests by clicking and dragging belts from the left chest to the right chest. This is no longer possible with the new logic to always keep belts in the same direction. Instead, I need to click for each i...
by AngledLuffa
Mon Dec 14, 2020 10:35 pm
Forum: Pending
Topic: [1.1.6] Fast replace of underground belts in Bob's not replace second half
Replies: 3
Views: 1795

[1.1.6] Fast replace of underground belts in Bob's not replace second half

If I make an underground belt in Bob's mods, and then try to fast replace it with belt, the second half of the belt is not replaced. I do not know if this is present in the base game or not. To reproduce: lay out a line of transport belt replace part of the transport belt with an underground belt cl...
by AngledLuffa
Sat Sep 12, 2020 6:57 am
Forum: Ideas and Suggestions
Topic: Allow easier reordering of blueprint items in 1.0
Replies: 2
Views: 1015

Allow easier reordering of blueprint items in 1.0

If I open a blueprint book, the various blueprints in it are apparently fixed in a specific order. There's no easy way to rearrange them in version 1.0. Previous versions would let you insert a blueprint in between two existing blueprints, which was more than enough to allow pretty much any rearrang...
by AngledLuffa
Wed May 13, 2020 3:47 pm
Forum: Not a bug
Topic: "Enchanted" mods can't autobuild electronic circuits
Replies: 2
Views: 1313

Re: "Enchanted" mods can't autobuild electronic circuits

Great. Thank you for the reply.
by AngledLuffa
Wed May 13, 2020 7:12 am
Forum: Not a bug
Topic: "Enchanted" mods can't autobuild electronic circuits
Replies: 2
Views: 1313

"Enchanted" mods can't autobuild electronic circuits

I was playing with the Enchanted set of mods (which are still a work in progress, admittedly) and it stopped being able to handcraft electronic circuits. It needs to convert raw wood to wood fiber, and there are two separate ways to produce that. Somehow it fails to find the path from building elect...

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