Search found 105 matches
- Tue Nov 03, 2020 7:58 pm
- Forum: Gameplay Help
- Topic: problem with logistic network and storage looping
- Replies: 11
- Views: 4272
Re: problem with logistic network and storage looping
maybe post a save game, the picture you posted is confusingTransportDroneLoop.jpg The circled red arrow, there is no road here, transport bots shouldn't be able to do this path. Of course there is no road becouse my loop problem^^. But there schould be road but first i must have a fix for my proble...
- Tue Nov 03, 2020 2:13 am
- Forum: Gameplay Help
- Topic: problem with logistic network and storage looping
- Replies: 11
- Views: 4272
Re: problem with logistic network and storage looping
Nobody have an idear?
- Mon Nov 02, 2020 2:31 pm
- Forum: Gameplay Help
- Topic: problem with logistic network and storage looping
- Replies: 11
- Views: 4272
problem with logistic network and storage looping
Hi there, have searched houres at google and cant find the right answer. picture say more than words: http://bodenseejugend.de/Temporaeres_zum_loeschen/TransportDroneLoop.png Mod is: "transport drone" but it is working mostly like the logistic robots - so maybe you can help me (have also w...
- Mon Oct 19, 2020 6:27 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1237930
Re: Bugs & FAQ
[edit:] Oh I think I understand the issue. It is a problem with the German translation. What was called "Flüssiggas" in Angel's Locale Translations was "Natural gas liquids" English. However, the "Flüssiggas" in vanilla (stuff that Transport drones uses as fuel) is &qu...
- Wed Oct 14, 2020 9:22 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1237930
Re: Bugs & FAQ
Hey guys, dont know its planed so or not. The "Flüssiggas from angel are a different as the "Flüssiggas" from other mod. But the convertvent make not from the one "Flüssiggas" and make the other "Flüssiggas" it make it from methan. (Maybe Flüssiggas named liquid ga...
- Tue Oct 06, 2020 6:00 am
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 39673
Re: Hotkey to replace existing structures with blueprint
I wish me this too.
There are a workaround with first all delete with the destroy pla and than the blueprint but in this time the robots have began and destroy it. So its not realy a good way.
There are a workaround with first all delete with the destroy pla and than the blueprint but in this time the robots have began and destroy it. So its not realy a good way.
- Sun Sep 27, 2020 12:45 pm
- Forum: Gameplay Help
- Topic: Some other 10.000 Train question ;-)
- Replies: 9
- Views: 2894
Re: Some other 10.000 Train question ;-)
a dispatcher. If you really want the look of lemmings scampering every which way, take a look at the Transport Drones mod! Little trucks driving on roads every which way. OH! This looks like realy cool. i thought first the bots goes like the flying bots over all crossing all. But no, the have roads...
- Sun Sep 27, 2020 3:55 am
- Forum: Gameplay Help
- Topic: Some other 10.000 Train question ;-)
- Replies: 9
- Views: 2894
Re: Some other 10.000 Train question ;-)
...and a lot of fun once you learn. ... Not realy smile but hey there are people to like climbing without anything or jump from 10 meters in water so if it funny to learn programming for you all is good ;-). lemmings scampering every which way, take a look at the Transport Drones mod! Little trucks...
- Sat Sep 26, 2020 6:34 pm
- Forum: Gameplay Help
- Topic: Some other 10.000 Train question ;-)
- Replies: 9
- Views: 2894
Re: Some other 10.000 Train question ;-)
If you have fixed trains for your goods and just want to reduce how many trains try to path to one station at the same time than this would help: https://mods.factorio.com/mod/ConcurrentTrainRestriction Thx for writing but also here are circuit network and i writed in my first post, in the second, ...
- Sat Sep 26, 2020 5:25 pm
- Forum: Gameplay Help
- Topic: Some other 10.000 Train question ;-)
- Replies: 9
- Views: 2894
Re: Some other 10.000 Train question ;-)
This needs a minimal amount of combinators: https://mods.factorio.com/mod/train-pubsub Thx for answer (have see the tutorials) but this is not my way. first i dont want depots, seconds i dont like combinators for thausends of trainstations (what i writed). And third in my game i need blue science f...
- Sat Sep 26, 2020 4:10 pm
- Forum: Gameplay Help
- Topic: Some other 10.000 Train question ;-)
- Replies: 9
- Views: 2894
Some other 10.000 Train question ;-)
Hey all expert Factorio train people Is there a way for what i want to have, maybe with a mod or regular train signals or what ever I know there are a ton of other questions and answers for the factorio trainsystem but my problem are maybe a little bit special i think. I have searched many time in g...
- Sat Sep 26, 2020 4:02 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1237930
Re: Bugs & FAQ
I've tried hard to make it fair and comparable. I think the recipe that you can craft a real coal ore from two tree trunks is too cheap or can get complete out maybe? Maybe its not from your mod im not realy shure. (I have tested with cheap beginer things, not the highend tiers stuff) This is a rec...
- Mon Sep 07, 2020 8:48 pm
- Forum: Gameplay Help
- Topic: Use blueprint from book without deleting the blueprint
- Replies: 6
- Views: 2186
Re: Use blueprint from book without deleting the blueprint
For me the old system was much beter who has make automated blueprint copys to the inventory. The books should be an archiv who never can delete things from the inventory. For me a blueprint in the inventory are an item and not a linked book. For me it should treat separately. If you have more than ...
- Sun Sep 06, 2020 11:34 pm
- Forum: Mods
- Topic: [MOD 0.16.x] NiceFill
- Replies: 68
- Views: 26878
Re: [MOD 0.16.x] NiceFill
Hi, many thx for this Mod (i hope Factorio insert this feature in the maingame. Dont understand why its not in and why he chance the color from green to this incredible agly brown-gray color). If i use landfill per hand it works wonderfull. But if i use a blueprint for filling the Nanobots fills the...
- Wed Sep 02, 2020 5:31 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1237930
Re: Bugs & FAQ
Mhh when its from bob, i dont know how we handle this. Should i ask bob for this? no this on angels mods to remove or adjust. angel mods are the ones that do all the balance tweaks to bobs stuff to work with the mods. ill get with the rest of the team and make sure its accounted for. I don't think ...
- Wed Sep 02, 2020 4:10 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1237930
Re: Bugs & FAQ
655 MJ Wood to Woodpsllets to pressed big woodblocks. Is ok from researching but ist slow and realy not so eficient like coal ore from trees. 516 MJ Wood to Woodpsllets to Charcoal to carbon, you need the most technologies an machines 835 MJ very fast and efficient from wood to normal coalore to co...
- Tue Sep 01, 2020 10:36 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1237930
Re: Bugs & FAQ
Hi, not realy a bug but maybe a question. I've tried hard to make it fair and comparable. I think the recipe that you can craft a real coal ore from two tree trunks is too cheap or can get complete out maybe? Maybe its not from your mod im not realy shure. (I have tested with cheap beginer things, n...
- Thu Aug 27, 2020 1:16 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1237930
Re: Bugs & FAQ
The only what i can say, if i made a new map, its work perfect. if i load the first unplayed old map, science is broken. I cant say the tecnical reason. But what else. I have begin a new working Map and thx my own blueprints im a houre faster - so im good in the time and all is good. (Nearby, the da...
- Tue Aug 25, 2020 8:51 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1237930
Re: Bugs & FAQ
lovely_santa wrote: ↑ It seems that AAI is disabling all washing technologies, and such the technology 'Farming 1' cannot be researched, as it is still has a prerequisite on Washing 1 technology. Can i disable AAI for a while to research and after this i activate AAI again or i have than broken all...
- Tue Aug 25, 2020 1:04 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3875
- Views: 1237930
Re: Bugs & FAQ
WOW, what is this all huge information there. A lot of thx. Good to know this.ickputzdirwech wrote: ↑Tue Aug 25, 2020 12:39 pmOpen the research menu, click on „Pflanzenanbau 1“, hover over it and click ctrl-shift-F. A window will pop up that tells you the internal name.