Search found 187 matches
- 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
- 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??
I should have been more specific: I meant a tank car like what goes on a train, holding a fluid directly:What kind of car is this ?
https://en.wikipedia.org/wiki/Tank_container
Thank you for your detailed exploration of my random musings. Nice to wake up to
- 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...
- 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...
- Fri Mar 26, 2021 8:21 pm
- Forum: Implemented Suggestions
- Topic: Search for train stops by name in the map / Map search for tags and train stops
- Replies: 28
- Views: 10219
Re: [0.16.23] Search for train stops by name in the map
Woohoo, thanks!
- 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...
- 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...
- 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 ...
- 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
- 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?
- 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...
- 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
- 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....
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...