Search found 368 matches
- Thu Dec 15, 2022 12:35 am
- Forum: Angels Mods
- Topic: Bioprocessing: avoiding fish butchering
- Replies: 4
- Views: 1445
Re: Bioprocessing: avoiding fish butchering
I think I found a fish-free route that starts with creating raw crystal splinters in a Biter Refugium. If you want to avoid biters too, you can make polluted artificial fish water from artificial fish water and raw meat, and farm puffers for meat.
- Wed Dec 14, 2022 11:56 pm
- Forum: Technical Help
- Topic: [1.1.72] I just updated mods and it completely broke my installation
- Replies: 6
- Views: 1190
Re: [1.1.72] I just updated mods and it completely broke my installation
I agree that it shouldn't have updated to mods that require a newer version of the base game.
If you haven't already rolled your mods back, you can probably switch to the experimental version instead.
If you haven't already rolled your mods back, you can probably switch to the experimental version instead.
- Tue Dec 13, 2022 11:54 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406639
Re: Development and Discussion
I commented on that subject, though not those reactions, a few years back. Good luck figuring out the correct search terms, though: 68408
My conclusion was that gameplay is more important than realism.
My conclusion was that gameplay is more important than realism.
- Mon Dec 12, 2022 12:11 am
- Forum: Gameplay Help
- Topic: Basic Rail Shapes
- Replies: 7
- Views: 1392
Re: Basic Rail Shapes
There are at most four track pieces in the game, not counting rotations: 1.png 0eNrNk9mqwjAQht9lrlNo6lLNq4iULoMOtklJ0mKRvvvJwnEB9eIgHC9yMcv/z3wwuUDVDthrkraolDqBuNwyBsTuLvQ1qpWMaUMHWbY+Z6ceQQBZ7ICBLDsf6ZJamBmQbPAMgs97BigtWcKoD8FUyKGrULuGq9JYpz0cbRIsGPTKOJWSfpR3cp0TiGTlzBvSWMda5geEFcTdxgxG1CY2bPgy32b5...
- Sun Dec 11, 2022 4:26 am
- Forum: Technical Help
- Topic: Auto update
- Replies: 1
- Views: 459
Re: Auto update
I suspect you need to post your factorio-current.log for this.
Also, you can choose not to update, and continue playing 1.1.72.
Also, you can choose not to update, and continue playing 1.1.72.
- Fri Dec 09, 2022 4:13 pm
- Forum: Technical Help
- Topic: [1.1.72] New mods do not work on the current save game
- Replies: 3
- Views: 511
Re: [1.1.72] New mods do not work on the current save game
What mod did you update? Will you post your factorio-current.log, please?
- Fri Dec 09, 2022 6:37 am
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 44978
Re: Add Train Bridges and Tunnels for ^ Throughput
https://www.google.com/search?q=factorio+train+bridge gives me four different mods, of which I've used none, but one of those will probably do the trick. https://mods.factorio.com/mod/RenaiTransportation also gives you bridge-like things. The choices for tunnels seem to be https://mods.factorio.com/...
- Mon Dec 05, 2022 5:21 am
- Forum: Releases
- Topic: Version 1.1.73
- Replies: 10
- Views: 11193
Re: Version 1.1.73
I thought I had tried clocking those inserters (probably back when 1.1 first released). Even with that I was unable to get 3 full belts. Can you shared a blueprint, or let me know what timing you are using for that? Each inserter swings once every 64 ticks, and each near/far pair starts their swing...
- Fri Dec 02, 2022 7:45 pm
- Forum: Releases
- Topic: Version 1.1.73
- Replies: 10
- Views: 11193
Re: Version 1.1.73
Well, this is rather unfortunate news. The unloader pictured below was really nice to have, even if it didn't work in all directions. I always clocked that unloader when I wanted maximum throughput; with clocked box-to-belt inserters it can still do three full belts. As a bonus, it'll do a much bet...
- Fri Dec 02, 2022 4:57 am
- Forum: Releases
- Topic: Version 1.1.73
- Replies: 10
- Views: 11193
Re: Version 1.1.73
The win64 incremental update for this release is larger (by less than 1MB, but still larger) than the complete portable win64 download. Is this just an unlucky coincidence, or did the incremental update accidentally include things it doesn't need?
- Sun Mar 21, 2021 12:37 am
- Forum: Ideas and Suggestions
- Topic: Combinator which can read entity
- Replies: 5
- Views: 1581
- Sat Mar 20, 2021 11:37 pm
- Forum: Gameplay Help
- Topic: An extensive guide for combinators?
- Replies: 2
- Views: 1110
Re: An extensive guide for combinators?
I think your best bet is to look at the descriptions from DaveMcW and arrow in my gluteus on how they created Sandstorm and FactoRayO, respectively. And then do a lot of experimentation. That sort of work is still a black art.
- Thu Mar 11, 2021 5:18 am
- Forum: Gameplay Help
- Topic: [1.1.26] Accumulators are randomly not present on the power network
- Replies: 12
- Views: 3286
Re: [1.1.26] Accumulators are randomly not present on the power network
Which specific power pole? I've already clicked on several, and all showed the single unified network.
- Thu Mar 11, 2021 4:51 am
- Forum: Gameplay Help
- Topic: [1.1.26] Accumulators are randomly not present on the power network
- Replies: 12
- Views: 3286
Re: [1.1.26] Accumulators are randomly not present on the power network
Which power pole were you clicking on when you saw the 20-panel, 0-accumulator network?
I suspect that you did have two separate networks, but have now fixed that. Your screenshots have one network with 465 solar panels and one with 20 solar panels, but I see a network with 485 panels.
I suspect that you did have two separate networks, but have now fixed that. Your screenshots have one network with 465 solar panels and one with 20 solar panels, but I see a network with 485 panels.
- Thu Mar 11, 2021 4:26 am
- Forum: Logistic Train Network
- Topic: Suggestion: Dump Station
- Replies: 11
- Views: 3968
Re: Suggestion: Dump Station
But then you also have a minimum of one train per material. In the main area of my current (partially-LTN) game, I have three fluid trains for four fluids, one small train for three low-demand items, and eight large trains for twelve high-demand items. When the planets align, and I need three of tho...
- Mon Mar 08, 2021 4:15 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 155564
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
If I use ctrl-click to link an intermediate product, that state is not saved when exporting and re-importing. To reproduce, import this production line: H4sIAAAAAAAA/91X0W6jOhD9lYpnEwUCSa8qHvcH+lpVyDGTXqvGRmDajar8+w42EJO4DbtNpap5Cbbx8czx8RlcqBuhGBU3efbGiywoVQEijwOiXiXUWVBQ AY2mMiBbfO+5yd7Mfx7Z1/tGQC...
- Sun Mar 07, 2021 12:02 am
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 244413
Re: pY HighTech Discussion
Will you attach the image directly, rather than saving it into an ODT first, please?
- Sat Mar 06, 2021 6:18 pm
- Forum: Ideas and Suggestions
- Topic: Consistency between Production and Electric Network Info screens
- Replies: 5
- Views: 1377
Re: Consistency between Production and Electric Network Info screens
I also think the current way is correct: The information I'm most interested in is on the left side in both windows. And continuing the off-topic: It wouldn't be the same information, though. If you click on a power pole, you get the statistics for that particular electric network, while the product...
- Fri Mar 05, 2021 6:02 pm
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 8376
Re: Lua or something else?
But it's a whole lot less common than it would be if the mods were written in C.
- Fri Mar 05, 2021 4:59 pm
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 8376
Re: Lua or something else?
It may be inefficient to mark pages for cleanup, but I am most certainly not offering to debug memory leaks or double-free errors caused by poorly-written mods.