Search found 705 matches
- Sat Jan 07, 2017 9:14 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 285778
Re: [Mod 0.14] Logistic Train Network 0.5.5
I'm experiencing my trains delivering small amounts of items instead of bulky requests. Let me explain my setup: - I have 13 stations that supply (provide a positive amount) of all individual ores. - I have 4 depot stations (now with the boolean toogle) - I have 3 stations that requests (negative n...
- Fri Jan 06, 2017 11:29 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 285778
Re: [Mod 0.14] Logistic Train Network 0.5.5
I'm experiencing my trains delivering small amounts of items instead of bulky requests. Let me explain my setup: - I have 13 stations that supply (provide a positive amount) of all individual ores. - I have 4 depot stations (now with the boolean toogle) - I have 3 stations that requests (negative nu...
- Sat Dec 31, 2016 12:16 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1403857
Re: Development and Discussion
Dont get to serious over the smelting mod, as I have said it isnt done and not near to what I imagined it to be. Also there have been some tweaks to the values and numbers as a reaction to feedback and I can only apologize if you run into dead ends (cobalt) or if the numbers dont add up as they sho...
- Sat Dec 31, 2016 12:10 am
- Forum: News
- Topic: Friday Facts #171 - So long 2016
- Replies: 37
- Views: 22101
Re: Friday Facts #171 - So long 2016
I'm so sad to see this happening on G2A. I' won't purchase there again, I do not support those types of actions.
But anyways, HAPPY NEW YEAR!
But anyways, HAPPY NEW YEAR!
- Thu Dec 29, 2016 4:06 pm
- Forum: General discussion
- Topic: To easy
- Replies: 22
- Views: 9323
Re: To easy
I'm in 150 hours in and still haven't gone through half of it yet.daniel34 wrote:I actually did once. But then I tried https://mods.factorio.com/mods/Warringer/bobsangelthon (Bobs+Angels+Marathon) and that save died after 40 hours.SHiRKiT wrote:Bobs mods with Angels mods. I doubt you'll ever finish a game.
- Thu Dec 29, 2016 3:30 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 285778
Re: [Mod 0.14] Logistic Train Network 0.5.4
Now that I started using this mod, I can't play without it, as my setups are 300% more efficient IMO. Thanks for the mod!
- Thu Dec 29, 2016 3:21 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1403857
Re: Development and Discussion
I expected to see a lot of productivity gains from the more elaborate process. But either my testing and math is off or it is a bit underwhelming at some 125%-ish improvements or so (tested for the titanium process). Its a very cool set of machinery though. Has anyone done a proper calculations of ...
- Wed Dec 28, 2016 8:15 pm
- Forum: Mods
- Topic: [MOD 0.14.x] UPS-up
- Replies: 41
- Views: 23024
Re: [MOD 0.14.x] UPS-up
Trying to build a really large factory in a fairly modded game, and I noticed that this mod doesn't have support for the higher tiers of bobs radars. The speed up/pause only seems to apply to the mark 1 variant. Yeah, that's true. The mod mostly does only support vanilla prototypes. Some new modded...
- Mon Dec 26, 2016 7:02 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1403857
Re: Development and Discussion
Can someone explain what the Angel Trigger "Angel's Triggers - Refining - Enable Furnace Types" does exactly? I'm a little at a loss. I searched the forums for awhile and seen someone else ask the same question but no one replied. I've downloaded it and have it toggled on, but, not really...
- Mon Dec 26, 2016 4:37 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1233812
Re: Bugs & FAQ
The productivity trigger only works for the refining recipes at the moment, I have to write up a function to add productivity for the petrochem recipes and dont think it really hurts there, because you have to deal with so much stuff aside from the main product you want. Hey Angel, Thanks for the a...
- Mon Dec 26, 2016 2:48 am
- Forum: News
- Topic: Friday Facts #170 - Blueprint library GUI design and redesign
- Replies: 70
- Views: 35787
Re: Friday Facts #170 - Blueprint library GUI design and redesign
Just saying: that preview the devs suggest is still pretty bad. I use foreman with 50 blueprints. I bet the game would poorly represent it.
- Sat Dec 24, 2016 9:53 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 285778
Re: [Mod 0.14] Logistic Train Network 0.5.3
Hello, I'm confused on how this work. I have this setup, but the train just doesn't do the delivery. What am I doing wrong here? Thanks for the help! http://steamcommunity.com/id/shirkit/screenshots/#scrollTop=0 you need 3 stations to make it work, a supplier: goods in chest waiting to be delivered...
- Sat Dec 24, 2016 6:32 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 285778
Re: [Mod 0.14] Logistic Train Network 0.5.3
Hello,
I'm confused on how this work. I have this setup, but the train just doesn't do the delivery. What am I doing wrong here? Thanks for the help!
http://steamcommunity.com/id/shirkit/sc ... crollTop=0
I'm confused on how this work. I have this setup, but the train just doesn't do the delivery. What am I doing wrong here? Thanks for the help!
http://steamcommunity.com/id/shirkit/sc ... crollTop=0
- Thu Dec 22, 2016 8:11 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1233812
Re: Bugs & FAQ
Can I put productivity modules on batteries? I could swear I could do that in the normal vanilla game with normal chemical plants, but for some reason, with Advanced Chemical Plants I can't, even after installing https://mods.factorio.com/mods/Arch666A ... oductivity
- Mon Dec 19, 2016 10:32 pm
- Forum: Ideas and Suggestions
- Topic: Modpack friendly
- Replies: 6
- Views: 1825
Re: Modpack friendly
Devs said they are going to implement some kind of better config adjustments for players, so we have a proper CONFIG area in the Options menu. That way, all the configuration MAYBE can be exchanged, so the modspacks, which mostly contains the base mods, configurations, and, sometimes, modifications ...
- Mon Dec 19, 2016 10:22 pm
- Forum: General discussion
- Topic: To easy
- Replies: 22
- Views: 9323
Re: To easy
Bobs mods with Angels mods. I doubt you'll ever finish a game.
- Mon Dec 19, 2016 9:56 pm
- Forum: Mod portal Discussion
- Topic: The mod portal was a nice experiment... end it please?
- Replies: 74
- Views: 34941
Re: The mod portal was a nice experiment... end it please?
I agree. The mod portal is GREAT, but the discussions part I really hate it =\
- Mon Dec 19, 2016 2:58 pm
- Forum: Angels Mods
- Topic: Show me yours...
- Replies: 62
- Views: 55184
Re: Show me yours...
I recently started my next step up project so I can have some PROPER sorting, since now I think I have a decent setup. I'm still worried that it will not be able to scale up well when I fully upgrade all machines to their respectives maximum, since the output would be too much for belts and inserter...
- Mon Dec 19, 2016 1:37 am
- Forum: General discussion
- Topic: Learning Factorio Code
- Replies: 3
- Views: 2675
Re: Learning Factorio Code
https://coronalabs.com/learn-lua/
http://tylerneylon.com/a/learn-lua/
Also, if you don't know programming, which I assume you don't, try this: https://www.google.com/search?q=learn+to+code
http://tylerneylon.com/a/learn-lua/
Also, if you don't know programming, which I assume you don't, try this: https://www.google.com/search?q=learn+to+code
- Fri Dec 09, 2016 1:00 am
- Forum: Ideas and Suggestions
- Topic: Shift Rick Click Assembler -> Shift Left Click Inserter
- Replies: 8
- Views: 2716
Re: Shift Rick Click Assembler -> Shift Left Click Inserter
Nice! This might get added to my list! Such a repetitive pain to have to select the item, then select a number for every machine. How does it handle recipes with multiple outputs? As simple as possible: picks the first output. And I'm sure it will bug somehow, specially with fluids outputs. Those e...