Search found 164 matches

by starxplor
Thu Nov 23, 2017 4:37 am
Forum: Not a bug
Topic: [0.15.36] Deconstruction planner behavior
Replies: 8
Views: 2809

Re: [0.15.36] Deconstruction planner behavior

Edit: I see, there is a catch all for item on ground. Thanks.
by starxplor
Wed Nov 22, 2017 7:30 am
Forum: Not a bug
Topic: [0.15.36] Deconstruction planner behavior
Replies: 8
Views: 2809

Re: [0.15.36] Deconstruction planner behavior

Thanks for the report however this is working as intended. The wood item and fish item don't build wood or fish so the game has no way to know that's what you want to filter. Multiple types of trees produce the same wood and multiple types of fish can produce the same fish item (should multiple fis...
by starxplor
Fri Jul 31, 2015 10:53 pm
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 93151

Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage

I've been using compression chests with bobs and DyTech without problems. You'd need to look into 5dim then or post something on their forums if you can't get those two to work. Might help leaving only 5dim and compression chests and checking. Try to run those two commands in your save first: /c ga...
by starxplor
Fri Jul 31, 2015 1:09 am
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 93151

Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage

I know in the past that using compression chests with bobs mods and 5dim mods in the same world I would have to save and close and reopen the save to get the compression chests to show up because someone overwrites the tech for them. But with a new world started on 0.12, I do not get the chests or p...
by starxplor
Sat Jul 25, 2015 7:15 am
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 123170

Re: [0.12]Galactic Trade

At first, I did not realize the steps needed for 'compatibility', and when I used the selling chest, it sold wood(logs from cutting trees) just fine. After I went through and updated all of the mods I have, the initial trade value I had stored was erased, and now wood seems to have no value and does...
by starxplor
Thu Jul 23, 2015 9:36 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 181482

Re: Bob mods for 0.12

Is there a reason Cobalt ore is disable in every way by default?

bobmods.ores.EnableNickelOre=false
bobmods.ores.EnableCobaltOre=false
bobmods.ores.NickelGivesCobalt=false
by starxplor
Thu Apr 02, 2015 7:37 am
Forum: Mods
Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Replies: 93
Views: 93151

Re: [MOD 0.11.x] Compression Chests: virtually unlimited storage

Apparently when 5dim overwrites logistic 3 research, it causes the compression chest and power pole to be lost. Is there any way to get other mods to add to existing research instead of overwritting?
by starxplor
Sun Mar 29, 2015 7:19 am
Forum: Mods
Topic: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
Replies: 85
Views: 86245

Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

The default to disable warfare tech causes an error when loading with some other mod(s).

Anyone who has the following error may want to try enabling warfare tech in the config:
Error Util.cpp:43: Error in assignID, 'laser-turrets' was not recognized
by starxplor
Thu Jan 22, 2015 10:27 pm
Forum: Not a bug
Topic: [0.11.11] Count logistics bots
Replies: 6
Views: 3287

Re: [0.11.11] Count logistics bots

You have 3K construction bots!?!?!? I would also like to have such information about construction bots, but one problem I can see coming up is that bots from two different logistic networks could be summoned to work on the same building, if their build radius overlaps but the logistic radius does no...
by starxplor
Sat Jan 17, 2015 5:17 am
Forum: General discussion
Topic: Laser Turrets and their Speed Upgrades
Replies: 17
Views: 6539

Re: Laser Turrets and their Speed Upgrades

Any fan of B5 knows that it is possible to have cutting lasers or simulated projectile lasers(short bursts of high power meant to punch holes, not cut through). Additionally, anyone who has worked with real lasers knows how much power an effective laser would take, and providing continuous vs burste...
by starxplor
Wed Dec 31, 2014 10:59 pm
Forum: Show your Creations
Topic: Humble beginning..
Replies: 10
Views: 8684

Re: Humble beginning..

is a 5+24 really more efficient than a smaller train more often? How do you load 24 wagons evenly, and how often do you have to build new remote mining operations if you have enough mining drills to fill 24 wagons per train?

Of course, if it is just done to be overkill, than it definitely succeeded!
by starxplor
Tue Dec 23, 2014 4:49 am
Forum: Show your Creations
Topic: Pure robots
Replies: 10
Views: 11199

Re: Pure robots

I have found just 2 assembly machines is enough to supply 4 green pack machines and 6 blue pack machines. When combined with 2 red pack machines, this is enough to keep 16 labs fully supplied.

Unless you are using a mod like dytech, does your level of manufacturing actually do much for research time?
by starxplor
Thu Dec 18, 2014 11:02 pm
Forum: Railway Setups
Topic: Railroad Layouts
Replies: 23
Views: 22511

Re: Railroad Layouts

I use the small 4-way circle, and occasionally this modification for high-traffic areas: http://i.imgur.com/KuXKtlo.jpg (And/or including straight sections too.) Note that you don't need large parts of the circle if trains won't be turning around. Just make a blueprint of this and paste all over th...
by starxplor
Wed Dec 17, 2014 11:45 pm
Forum: Mods
Topic: [dead] Wagons: More train stuff
Replies: 140
Views: 91797

Re: [dead] Wagons: More train stuff

I am still holding hope that some form of logistic carts is released for 0.11.x. When combined with dytech ultimate mining drill filling a provider chest that gets transported by bot to the train, these have amazing throughput.
by starxplor
Sun Dec 14, 2014 2:47 am
Forum: Railway Setups
Topic: Railroad Layouts
Replies: 23
Views: 22511

Re: Railroad Layouts

I primarily use the 4-way small circle, dual-track with trains on the right track, with a main station using using a single unload area with a set of 3 or 4 holding tracks for incoming trains. I also love the Wagons mod and still mostly play on the 0.10 line because the electric loco and logistic ca...
by starxplor
Sat Dec 13, 2014 8:44 pm
Forum: Railway Setups
Topic: Railroad Layouts
Replies: 23
Views: 22511

Re: Railroad Layouts

In the 8-way junction, you have all the crossing track sections blocked by signals as needed, but be careful you do not have any trains longer then the distance from one of the inside 90degree signals to the signal on the inside of the outside rail cross. If you do, a stopped train here can cascade ...
by starxplor
Wed Dec 10, 2014 10:10 pm
Forum: Mods
Topic: [0.10.x] Terminal Chests
Replies: 34
Views: 28674

Re: [0.10.x] Terminal Chests

Bro , why are you asking if you dont want to play MP ? Take a Chill pill and calm down , there a some Guys in this Thread that want to play this Mod in MP. You are not the Only one here :mrgreen: You were telling other people to try it, so I asked if you had tried it. Sounds like you might be the o...
by starxplor
Tue Dec 09, 2014 11:29 pm
Forum: Mods
Topic: [0.10.x] Terminal Chests
Replies: 34
Views: 28674

Re: [0.10.x] Terminal Chests

Can you try it ? , you can Simply use Evolve for it Its Free and its Nice :D AlphaRaptor, did it work when you tried the mod in MP? Well i didn't tried it , but i'm using another mod for MP But, I can try this mod in MP too if you want https://forums.factorio.com/forum/viewtopic.php?f=14&t=7121...
by starxplor
Mon Dec 08, 2014 11:38 pm
Forum: Mods
Topic: [0.10.x] Terminal Chests
Replies: 34
Views: 28674

Re: [0.10.x] Terminal Chests

AlphaRaptor wrote:Can you try it ? , you can Simply use Evolve for it

Its Free and its Nice :D
AlphaRaptor, did it work when you tried the mod in MP?
by starxplor
Mon Dec 08, 2014 11:27 pm
Forum: Implemented Suggestions
Topic: Option to scale up/down the GUI - Size of the GUI
Replies: 21
Views: 23478

Re: Option to scale up/down the GUI - Size of the GUI

How about the ability to move a whole gui window by grabbing the border on the sides as well as the top? This way, gui windows that spawn with the top off the screen can be moved to view all the parts of the gui window. Are you talking about something like this: https://forums.factorio.com/forum/vi...

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