Search found 20 matches

by igorhgf
Sat May 25, 2019 11:34 am
Forum: Logistic Train Network
Topic: Is it possible to request from multiple providers in a single schedule?
Replies: 18
Views: 6924

Re: Is it possible to request from multiple providers in a single schedule?

So... to the original question, is it possible?
Optera wrote: ↑
Wed May 22, 2019 5:46 pm
mrvn wrote: ↑
Wed May 22, 2019 5:32 pm
But then I would also have to buffer a stack of nuclear reactors, which is 10, and they are expensive. :)
Expensive? This is Factorio just build more and let products pile up.
The factory grows.
by igorhgf
Mon May 13, 2019 9:16 pm
Forum: Logistic Train Network
Topic: Is it possible to request from multiple providers in a single schedule?
Replies: 18
Views: 6924

Re: Is it possible to request from multiple providers in a single schedule?

How does LTN know which station to go to first? Perhaps a signal to specifies the order, if the order is important in the first place. How does LTN know that it's advisable (or even possible) to travel from one provider to the other? A signal that limits schedules to that delivery. If set to 1, the...
by igorhgf
Sat May 11, 2019 5:13 am
Forum: Logistic Train Network
Topic: Is it possible to request from multiple providers in a single schedule?
Replies: 18
Views: 6924

Is it possible to request from multiple providers in a single schedule?

I want to know if it is possible to make LTN to generate schedules that are more than "Depot -> Provider -> Requester -> Depot" style. I want a "Depot -> Provider A -> Provider B -> ... -> Requester A -> Requester B -> ... -> Depot" Example 1: I want to setup a requester that req...
by igorhgf
Tue Apr 02, 2019 11:23 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 99163

[0.17.24] The mod LTN caused a non-recoverable error.

I was playing with the rich text from the .17, until i named one of my stations of an item that (i assume) have a different internal name than the one displayed in-game. The name on the station was yellowed out, which i assume is a notation for syntax error trying to retrieve the icon. The crash did...
by igorhgf
Sun Mar 24, 2019 10:44 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1398159

Re: Development and Discussion

After updating, Angel's Refining refuses to load without Angel's Infinite Ores: Failed to load mods: Path __angelsinfiniteores___/graphics/entity/ores-particle/ore-particle-1.png does not match any enabled mod.: __angelsinfiniteores___/graphics/entity/ores-particle/ore-particle-1.png Mods to be dis...
by igorhgf
Fri Mar 01, 2019 3:16 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 136457

Re: 0.17 released. Post bugs and balance feedback

Vanilla smelting recipe times have been changed from 3.5 to 3.2 to compensate for belt changes. It would be great if you could change your smelting recipes the same way, so the existing smelting setups would still work. I am aware of this change, but haven't had time to do anything about it yet. I ...
by igorhgf
Fri Mar 01, 2019 2:40 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 136457

Re: 0.17 released. Post bugs and balance feedback

I'm having issues since 0.17.3. The game is stuck in the loading screen at exactly 94% (loading sprites). I've gone throught all my mods and the only ones causing this issue is a few bob's mods ( logistic and ores, maybe others but i couldn't test all ). Also everything in my computer slows down / f...
by igorhgf
Wed Feb 27, 2019 5:53 pm
Forum: Balancing
Topic: [0.17.1] Refined flamables
Replies: 2
Views: 1415

[0.17.1] Refined flamables

The merger of the infinite attack/speed research on different weapons is great in general. However, now Refined flamables feel so much less significant, since it only applies to one weapon (and its turrent type). Perhaps merging it with Stronger explosives could be better?
by igorhgf
Sat Feb 16, 2019 1:13 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 188685

Re: [0.17.x] Bob's Mods: General Discussion

About Science packs: Would be possible to make a tech being able to research from different tiers of the same type of research? example: early game tech = tier 1 or 2 or 3 or 4 late-ish game tech = tier 3 or 4 So, if you already producing tier 3 science packs and want to research that old early game...
by igorhgf
Tue Aug 14, 2018 2:48 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Crash loading map: WallConnectable not script-buildable
Replies: 1
Views: 1056

[0.16.51] Crash loading map: WallConnectable not script-buildable

What did you do? - Started the game today, updated my mods and loaded my save from yesterday. - The mods updated were "Crafting combinator" and "Even distribution". - "Crafting combinator" is and was disable. - I tried to disable "Even distribution" but i get ...
by igorhgf
Fri Aug 10, 2018 5:44 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 53141

Re: Friday Facts #255 - Construction tools

Awesome. I wanted a Undo feature for some time. And the upgrade planner always felt a little cheese... but it was better than manually replacing hundreds of entities.

I use a mod to mirror blueprints. Any chances to have this functionality for copy/cut ?
by igorhgf
Sun Jun 10, 2018 6:19 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36613

Re: [MOD 0.16.x] MadClown01's Science

Today, bob updated his mods and deleted electrum. Angel's already updated to cover this changes, but i still have problems loading Clowns-Science.
by igorhgf
Fri Apr 13, 2018 12:14 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 328594

Re: [0.16.x] Bob's Mods: General Discussion

bobingabout wrote: I must admit, it has been eerily quiet these past few days. Almost like people are afraid to talk in case I change something else as a result.
It's the calm before the storm :D
by igorhgf
Thu Apr 05, 2018 2:52 am
Forum: Bob's mods
Topic: No ghost after item is destroyed?
Replies: 3
Views: 5279

Re: No ghost after item is destroyed?

The ghost image after an item is destroyed (purple bar) comes with roboport / construction bot tech (where the blueprints used to be).
by igorhgf
Fri Mar 30, 2018 11:36 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 328594

Re: [0.16.x] Bob's Mods: General Discussion

What is happening without LoaderRedux? If everything works fine without it then you need to report it to the LoaderRedux author (not bobingabout according to https://mods.factorio.com/mods/Optera/LoaderRedux ). Without LoaderRedux, i lose the capacity to craft loaders. But the ones in-game didn't g...
by igorhgf
Fri Mar 30, 2018 2:54 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 328594

Re: [0.16.x] Bob's Mods: General Discussion

I only updated bob's mods and got this error.
by igorhgf
Sat Mar 17, 2018 7:39 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 328594

Re: [0.16.x] Bob's Mods: General Discussion

Here comes bob, changing your game yet again: Logistics 0.16.15: Fixed that fast stack and fast stack filter inserters would deconstruct into express versions removed steel bearings from red belts and related entities. Added Zombiee's high res pipe graphics with permission. Changed all pipe sizes t...
by igorhgf
Sat Mar 17, 2018 7:18 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 328594

Re: [0.16.x] Bob's Mods: General Discussion

Here comes bob, changing your game yet again: Logistics 0.16.15: Fixed that fast stack and fast stack filter inserters would deconstruct into express versions removed steel bearings from red belts and related entities. Added Zombiee's high res pipe graphics with permission. Changed all pipe sizes t...
by igorhgf
Wed Mar 14, 2018 1:47 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 328594

Re: [0.16.x] Bob's Mods: General Discussion

Hey, i'm new here venturing with bob + angel and i noticed that tank (vehicle) have 3 tiers, with increasing grid space each tier, but the Car only have one tier (with very small grid size). I looked up in bob's subforum and found nothing about cars. Is it supposed to only have 1 tier? Is something...
by igorhgf
Tue Mar 13, 2018 9:42 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 328594

Re: [0.16.x] Bob's Mods: General Discussion

Hey, i'm new here venturing with bob + angel and i noticed that tank (vehicle) have 3 tiers, with increasing grid space each tier, but the Car only have one tier (with very small grid size). I looked up in bob's subforum and found nothing about cars. Is it supposed to only have 1 tier? Is something ...

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