Search found 23 matches
- Wed Feb 14, 2018 4:23 pm
- Forum: Logistic Train Network
- Topic: What is "Locked Slots per Wagon" and "Train composition"?
- Replies: 28
- Views: 23539
Re: What is "Locked Slots per Wagon" and "Train composition"?
How exactly does the locked slots feature work? I have a station with a constant combinator providing 'locked slots = 39' signal at its input, but when the train came its wagons had no locked slots at all. It marks that number as locked internally. In your example LTN will see only 1 slot per wagon...
- Wed Feb 14, 2018 4:07 pm
- Forum: Logistic Train Network
- Topic: What is "Locked Slots per Wagon" and "Train composition"?
- Replies: 28
- Views: 23539
Re: What is "Locked Slots per Wagon" and "Train composition"?
How exactly does the locked slots feature work? I have a station with a constant combinator providing 'locked slots = 39' signal at its input, but when the train came its wagons had no locked slots at all.
- Wed Feb 14, 2018 9:01 am
- Forum: Logistic Train Network
- Topic: How do you deal with leftover materials?
- Replies: 13
- Views: 9746
Re: How do you deal with leftover materials?
Is there a way to deal with leftover items in the hand of an inserter when using universal provider station?
- Sat Feb 10, 2018 4:33 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1390606
Re: Development and Discussion
How does it work? Pass fluid until it drops to 20% volume?jodokus31 wrote:Warrie wrote: we have a underflow valve now
Also, would desert trees be used for producing oil later? Or maybe latex/rubber?
- Sat Feb 03, 2018 8:33 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1012978
Re: [0.15] Sea Block Pack 0.1.7
How do you get hydrogen sulfide gas from washing mud water? Is that an addition of sea block? Because in the base game (0.16) + angel's this same recipe gives only mud + heavy mud water.
- Fri Jan 26, 2018 6:21 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 100726
Re: Extreme Mining :)
I was thinking of a method to use substations and four miners facing each other, but it's hard to get a good setup. Sorry, but I don't think that would work. I was experimenting with 4-miner units, and I made something like this: https://steamuserimages-a.akamaihd.net/ugc/859486570395931936/EE17FF4...
- Fri Jan 26, 2018 11:29 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 314047
Re: MOD [ 0.16.x] Bio-Industries 2.1.0
Same error when I tried place concrete | mod ver. 2.1.0 | factorio ver. 0.16.7 | any solution? Screenshot_69.png The solution is probably to update factorio or downgrade Bio Industries, as tile placement was changed in the later versions of the game and, consequently, in the mods. Also, another sug...
- Fri Jan 26, 2018 9:43 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1012978
Re: [0.15] Sea Block Pack 0.1.7
I wonder if the solder recipes from Bob's mods are supposed to be disabled or nerfed? I worked out the yields (in solder per total number of plates/ingots input) for a few approaches: - Basic Angel's ingots to molten to solder gives 1 - Angel's ingots to molten to rolls gives 2 - Angel's ingots to ...
- Fri Jan 26, 2018 9:06 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 317019
Re: [MOD 0.13.17+] Rampant - 0.16.6
saw the recent juicy update and desided to quicly update this mod. Well now i get this error on loading screen. - I removed rampart from the mods folder and the game loaded up fine. - I put it back in and again this error. strangely enough i had 2 versions of rampart in the mods folder as well. rem...
- Fri Jan 26, 2018 8:57 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 314047
Re: MOD [ 0.16.x] Bio-Industries 2.1.0
Little suggestion: add support for special trees and gardens from angel's bio processing by making them spawn with a small chance from saplings planted onto appropriate terrain (swamp tree and garden on a dirt, temperate tree and garden on a grass and desert garden on a sand tiles).
- Wed Jan 24, 2018 6:48 am
- Forum: Logistic Train Network
- Topic: Is there a way to limit which trains go to which depot?
- Replies: 10
- Views: 6524
Re: Is there a way to limit which trains go to which depot?
Well, I may be a little late there, but can't we use locomotive color to filter which trains go to which stations?
For pros it can have much more possible separate networks than currently possible, and the value is read-write, so you can in theory automatically transfer trains between networks.
For pros it can have much more possible separate networks than currently possible, and the value is read-write, so you can in theory automatically transfer trains between networks.
- Wed Jan 17, 2018 10:45 am
- Forum: Modding help
- Topic: Any way to check whether a file exists?
- Replies: 3
- Views: 1324
Re: Any way to check whether a file exists?
I was recently tinkering with icons and a question arose: can I somehow check if a file exists before reading it, without using any third-party LUA libraries such as os./io. and the like? Also, related question. In the mods's scripts paths to files are given like this __MODNAME__/FOLDER/FILE What '...
- Wed Jan 17, 2018 5:19 am
- Forum: Modding help
- Topic: Any way to check whether a file exists?
- Replies: 3
- Views: 1324
Any way to check whether a file exists?
I was recently tinkering with icons and a question arose: can I somehow check if a file exists before reading it, without using any third-party LUA libraries such as os./io. and the like? Also, related question. In the mods's scripts paths to files are given like this __MODNAME__/FOLDER/FILE What 'M...
- Wed Jan 10, 2018 9:20 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1012978
Re: [0.15] Sea Block Pack 0.1.7
I think there should be a different way to get slag out of water. I mean, an electrolyzer is there to separate oxygen and hydrogen. If you just want to get slag pumping water through a filter should just be enough. Maybe add a recipe for washing plants to get slag that way, similar how it was with ...
- Mon Jan 08, 2018 8:34 pm
- Forum: Ideas and Requests For Mods
- Topic: Water turbines and underground rail tunnrls.
- Replies: 9
- Views: 3859
Re: Water turbines and underground rail tunnrls.
I thought about it, but what should happen if a train stops in underground tunnel? how can player go to them? Maybe do it so that the train always goes out of the tunnel (on inertia)? Or make tunnels navigable by player character (think Factorissimo, there's already a mod which introduces different...
- Mon Jan 08, 2018 10:31 am
- Forum: Bob's mods
- Topic: [Fixed - Broken Map] No UI for Chemical Furnace .16
- Replies: 7
- Views: 2929
Re: [Fixed - Broken Map] No UI for Chemical Furnace .16
If you can provide save/mods where all other building guis are locked when one of them has no recipes it would be good to post that in bug reports forum. One building without recipes should not affect others in that way. AFAIK you can't open another building's UI before you close the current one. T...
- Wed Jan 03, 2018 11:17 am
- Forum: Angels Mods
- Topic: Infinite Mining (question)
- Replies: 9
- Views: 5656
Re: Infinite Mining (question)
Hello Arch666Angel, Thanks for the explanation. Can you further explain how the yield works please? Is the yield per tile or per patch? Assuming it degrades as it is mined, what is the degradation rate? I think oil jacks lose 1% per 300 cycles, is this the same or different? Furthermore, where shou...
- Tue Jan 02, 2018 9:01 am
- Forum: Mods
- Topic: [MOD 0.13] DayNightExtender - longer day/night cycles
- Replies: 38
- Views: 18057
Re: [MOD 0.13] DayNightExtender - longer day/night cycles
Hello.
Is there a way to make lamps and night vision goggles turn on sooner than in vanilla?
Is there a way to make lamps and night vision goggles turn on sooner than in vanilla?
- Mon Jan 01, 2018 2:02 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 314047
Re: MOD [ 0.16.x] Bio-Industries 2.0.2
Hello. Is your mod's crushed stone the same as the one from ore refining in Angel's? If no, would it be hard to integrate?
- Sat Dec 30, 2017 5:44 pm
- Forum: Modding help
- Topic: Console command to change pollution dissipation rate
- Replies: 0
- Views: 1374
Console command to change pollution dissipation rate
Figured it out, the command is:
Code: Select all
/c game.map_settings.pollution.ageing = N