Search found 55 matches
- Mon Feb 20, 2017 2:59 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1235175
Re: Bugs & FAQ
Quick heads-up: The Crystallizer Mk2 only uses 100kW @2.25 crafting speed while the Mk1 uses 150kW @1.5 crafting speed. Thanks for the report, added for the next update. I just noticed there's a similar inconsistency with the Liquifiers: Mk1 drains 150kW @ 1.5 crafting speed Mk2 drains 100kW @ 2.25...
- Mon Feb 20, 2017 4:54 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1235175
Re: Bugs & FAQ
Quick heads-up: The Crystallizer Mk2 only uses 100kW @2.25 crafting speed while the Mk1 uses 150kW @1.5 crafting speed.
- Sun Feb 19, 2017 11:21 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 175531
Re: [0.12.x][v0.12.11] Bob's Warfare mod
Hi Bob,
I just noticed a minor inconsistency. Out of all the gun turrets the Mk2 takes 5 seconds to craft while all the others (including the vanilla one) take 10 seconds. Probably just a tiny little oversight.
Thank you for your great work!
I just noticed a minor inconsistency. Out of all the gun turrets the Mk2 takes 5 seconds to craft while all the others (including the vanilla one) take 10 seconds. Probably just a tiny little oversight.
Thank you for your great work!
- Mon Feb 06, 2017 5:15 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1404559
Re: Development and Discussion
edit: nvm
- Thu Feb 02, 2017 7:23 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1404559
Re: Development and Discussion
Hi! So, I've just crafted myself that new Crawler construction vehicle of yours. I have to say, the model is gorgeous. However, those 3500 HP and a bunch of damage resistances on top of that seem a bit absurd if you don't mind me saying this. Apologies if it is inappropriate to take a vehicle from a...
- Sat Aug 13, 2016 5:04 pm
- Forum: Mods
- Topic: [MOD 0.12.22] Custom Grid Emitter v1.0.1
- Replies: 7
- Views: 15382
Re: [MOD 0.12.22] Custom Grid Emitter v1.0.1
Yes, pleasesteinio wrote:Hello,
i would appreciate it if you update to 0.13.
Greetings steinio
- Sat Apr 02, 2016 5:55 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 289348
Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates
The blue gas vent? I thought that was from something else, nvm. Sulfuric acid was the biggest problem buildup and sodium hydroxide kept stalling one of the metal lines. I was using steam engines to bleed off the acid for a while but the fluid void with a small pump does it better and I detest barre...
- Sat Apr 02, 2016 4:20 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 229930
Re: [MOD 0.12.18] Warehousing v0.0.6
Note that large storage capacities can cause significant lag when you load or unload them. (The game has to check through all the slots to find slots to insert into / take out of each time the inserter does anything.) So if your game suddenly starts grinding to a halt, just be aware why. Yeah, I'm ...
- Tue Mar 29, 2016 10:29 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 289348
Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates
About the two different recipes for Tungsten carbide plate, I've noticed something that strikes me as an inconsistency at first glance. One takes 7 seconds for 1x carbon and 1x Tungsten oxide, the other takes 14 seconds for 1x carbon and 1x Powdered tungsten. Thing is, Powdered tungsten is processed...
- Tue Mar 29, 2016 10:05 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 229930
Re: [MOD 0.12.18] Warehousing v0.0.6
Just to add my 2 cents, this wonderful mod adds an insane amount of convenience when it comes to storing stuff. Hats off to Anoyomouse. To top it off, I readjusted some recipes and max capacites to my liking. I figured that this amount of convenience should come at a price. I've been playing with th...
- Wed Mar 23, 2016 10:31 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302210
Re: [MOD 0.12.12+] SmartTrains 0.3.75
Did you set a condition for the lamp? (Green Signal > 0 should do) Only then SmartTrains knows which signal to actually check and when the Signal is valid ( Lamp is on -> train is good to go. Holy crap, that was it!!! Please don't hate me for being retarded :oops: Thanks a bunch for helping out and...
- Wed Mar 23, 2016 1:29 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302210
Re: [MOD 0.12.12+] SmartTrains 0.3.75
Still not working for me. Here are rules for the line: http://puu.sh/nQWMa/cac90f1726.jpg The smart train stop is getting a signal as seen here: http://puu.sh/nQWP1/2181dd229f.jpg However, it just sits there forever β even though, from what I understand it's supposed to go to station #2 as soon as t...
- Tue Mar 22, 2016 12:21 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302210
Re: [MOD 0.12.12+] SmartTrains 0.3.75
Are the 'leave when empty/full'-conditions combined with the signal, wait forever and signal value ones currently working? I've been fiddling with them for two hours now without any luck. I have my train line set up and the smart train stop is receiving a signal with a value that matches a station #...
- Mon Mar 21, 2016 1:20 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302210
Re: [MOD 0.12.12+] SmartTrains 0.3.75
Ah, right. Many thanks
- Mon Mar 21, 2016 12:19 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302210
Re: [MOD 0.12.12+] SmartTrains 0.3.75
The new update interval only applies for new games, you'll have to change it ingame for existing saves. How do I do that? Sorry, I'm not code-savvy. Could you drop the necessary console command here plz? :) Is it the previously mentioned /c remote.call("st", "hardReset", true)?
- Tue Mar 15, 2016 1:24 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302210
Re: [MOD 0.12.12+] SmartTrains 0.3.75
I only have couple of train lines, most of which are currently inactive. All active trains only use the depart when full/empty-conditions. At the moment, none of the smart train stops are wired up to the circuit network. Here are the contents of the file: http://pastebin.com/vjXpEGGX Edit: Runs some...
- Mon Mar 14, 2016 5:15 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 302210
Re: [MOD 0.12.12+] SmartTrains 0.3.75
As soon as I load a save game after updating SmartTrains to 0.3.75, I take a serious performance hit. My game runs like in slow motion. When I go back to 0.3.73, everything runs fine again. Running Factorio 0.12.26 with Bob's mods and a couple of other mods. Please tell me if I can provide additiona...
- Sat Mar 12, 2016 10:35 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 289348
Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates
unintentional, both should be 2 seconds. Added a missing line in parts-recipe.lua for this then: (...) { type = "recipe", name = "polishing-wheel-synthetic", category = "crafting", energy_required = 2, <<<<< THIS ONE HERE enabled = false, ingredients = { {"steel-p...
- Sat Mar 12, 2016 6:09 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 289348
Re: [0.12.x][v0.12.10] Bob's Metals, Chemicals and Intermediates
Quick question: is it intentional that the polishing wheel takes 2 secs to craft when you use wood, but 0.5 secs when you use synthetic wood?
- Fri Mar 04, 2016 3:26 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 182799
Re: [0.12.x] RSO Discussion thread
Sweet!
Do I need to run some console command when I update RSO and load an existing save?
Do I need to run some console command when I update RSO and load an existing save?