The factory grows.
Search found 20 matches
- 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: 7739
Re: Is it possible to request from multiple providers in a single schedule?
So... to the original question, is it possible?
- 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: 7739
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...
- 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: 7739
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...
- 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: 111352
[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...
- Sun Mar 24, 2019 10:44 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572891
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...
- Fri Mar 01, 2019 3:16 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155495
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 ...
- Fri Mar 01, 2019 2:40 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155495
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...
- Wed Feb 27, 2019 5:53 pm
- Forum: Balancing
- Topic: [0.17.1] Refined flamables
- Replies: 2
- Views: 1581
[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?
- Sat Feb 16, 2019 1:13 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 213118
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...
- 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: 1181
[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 ...
- Fri Aug 10, 2018 5:44 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 58682
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 ?
I use a mod to mirror blueprints. Any chances to have this functionality for copy/cut ?
- Sun Jun 10, 2018 6:19 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 39763
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.
- Fri Apr 13, 2018 12:14 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363116
Re: [0.16.x] Bob's Mods: General Discussion
It's the calm before the stormbobingabout 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.
- Thu Apr 05, 2018 2:52 am
- Forum: Bob's mods
- Topic: No ghost after item is destroyed?
- Replies: 3
- Views: 5887
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).
- Fri Mar 30, 2018 11:36 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363116
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...
- Fri Mar 30, 2018 2:54 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363116
Re: [0.16.x] Bob's Mods: General Discussion
I only updated bob's mods and got this error.
- Sat Mar 17, 2018 7:39 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363116
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...
- Sat Mar 17, 2018 7:18 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363116
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...
- Wed Mar 14, 2018 1:47 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363116
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...
- Tue Mar 13, 2018 9:42 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 363116
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 ...