Search found 88 matches
- Mon Jan 14, 2019 4:19 am
- Forum: Pending
- Topic: [0.16.51] Constructions bots not repairing efficiently in long roboport chains
- Replies: 2
- Views: 1235
[0.16.51] Constructions bots not repairing efficiently in long roboport chains
I'm not sure if this has been discussed yet, but it seems like an unintended behavior. At the end of a long roboport chain (of 15 or so, I understand "long" is relative) I'll frequently have a damaged laser turret that needs repair. In that same base is a local roboport with 10 or 15 const...
- Sun Jan 13, 2019 4:48 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159564
Re: [MOD 0.16] Miniloader
Ahh that's too bad. Load Redux is what I was using before, and it has a few buggy things with it so I was looking for something cleaner. It loads in to cargo trains just fine, it's what I used the loaders for, primarily. Thank you for the reply! LoaderRedux can load into cargo wagons, but it's very...
- Fri Jan 11, 2019 9:31 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159564
Re: [MOD 0.16] Miniloader
This is determined by the core Factorio logic for inserters. For the behavior you’re describing you need a mod that uses loader entities like LoaderRedux, Deadlock’s Compact Loaders, etc., but you cannot use the same mod for loading vehicles like cargo wagons. Ahh that's too bad. Load Redux is what...
- Fri Jan 11, 2019 6:25 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Re: EndgameCombat - Defend your base against lategame enemies with ease
Thanks. I tinkered with this a little bit - having no idea what I was doing, I was commenting out sections of data.lua and removing things like radar and orbital stuff, hoping that it was map reveal that was maybe causing it. Nothing changed, though. I ultimately just disabled it and started a new m...
- Fri Jan 11, 2019 3:08 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 159564
Re: [MOD 0.16] Miniloader
Is there a way to configure this to "FOOMF" stuff in to a lab up to its maximum hold value the way Loader Redux does?
IE, fill the lab's inventory completely up and THEN stop instead of stopping at 2 of each bottle.
IE, fill the lab's inventory completely up and THEN stop instead of stopping at 2 of each bottle.
- Thu Jan 10, 2019 7:51 am
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Re: Endgame Combat - Slows game to a crawl after encountering Green biters
Is there anything I can do to help you troubleshoot?
I haven't worked on Factorio mods, but I do work in tech.
I haven't worked on Factorio mods, but I do work in tech.
- Thu Jan 10, 2019 1:26 am
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Re: Endgame Combat - Alert noises - HOLY SHIT HOW DO I TURN THEM OFF
Thank you for this. With .17 so close, I decided to try for a quick mod-full game this playthru. With lots of new mods and changes I normally wouldn't even consider (especially lots of enemies and weapons), I couldn't figure out which mod this eternal racket was coming from. When I discovered it wa...
- Wed Jan 09, 2019 9:58 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Re: Endgame Combat - Slows game to a crawl after encountering Green biters
Ok, I did some experimentation - in a game where there's no slowness and EGC is enabled, the first number is 9 ish with a low of 8 and a high of 12. I was able to reproduce the slowness by just getting in my improved tank and driving WAYYYYY out in to biter land, and then back. That produced an aver...
- Wed Jan 09, 2019 9:37 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Re: Endgame Combat - Slows game to a crawl after encountering Green biters
Is this what you're looking for?
https://i.imgur.com/SiaBQcL.png
I scanned it briefly but nothing really makes sense to me.
- Wed Jan 09, 2019 7:10 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Re: Endgame Combat - Slows game to a crawl after encountering Green biters
Also - correction to my original post, the game does NOT run slowly when I load a save with the mod enabled that does not have the base expansion. Also also - I encountered my first green biter ever after I expanded down there, and then they started spawning in regular attacks on my base in case tha...
- Wed Jan 09, 2019 7:07 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Re: Endgame Combat - Slows game to a crawl after encountering Green biters
I'd love to, how do I do that?
SuperSandro2000: I did mess with graphics settings a little bit to see if it made any difference, but it didn't. I also have a GTX Titan X (Pascal), so running a sprite game should be no problem.
- Wed Jan 09, 2019 6:34 am
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Endgame Combat - Slows game to a crawl after encountering Green biters
I have a bunch of different saves with Endgame Combat enabled - right after I expanded to an offshoot iron mine waaaayyy down in to biter territory, the game starting running like molasses. I've done the following testing: - Disable the mod, load the save: Good - Enable the mod, load a save previous...
- Tue Jan 08, 2019 7:18 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Re: Endgame Combat - Alert noises - HOLY SHIT HOW DO I TURN THEM OFF
In case anyone wants it, here's a gdrive link:
https://drive.google.com/open?id=16URCp ... uWXqsg9BEn
https://drive.google.com/open?id=16URCp ... uWXqsg9BEn
- Tue Jan 08, 2019 7:16 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Re: Endgame Combat - Alert noises - HOLY SHIT HOW DO I TURN THEM OFF
I've been messing with the mod settings to try and get them to just shut up, but nothing fixed it. I'm talking like, just sitting in the living room, playing Factorio with my partner and everything is nice and chill and fine and then out of the bowels of hell SHRIEKING BUZZER NOISE REPEATEDLY PLAYIN...
- Tue Jan 08, 2019 5:09 am
- Forum: Not a bug
- Topic: Inserters won't load train when out of fuel and in auto mode
- Replies: 4
- Views: 8918
Re: Inserters won't load train when out of fuel and in auto mode
They really should be. Every other item in the game loads and unloads regardless of state with inserters, this was behavior I did not expect and ended up googling around to figure out why my inserter arm wasn't putting fuel in to my out-of-gas train. You really don't want them to do that. If they d...
- Tue Jan 08, 2019 2:43 am
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Endgame Combat - Alert noises - HOLY SHIT HOW DO I TURN THEM OFF
How do I turn off the alert noises?? It's playing WAY too much and too many times - it will scare the shit out of my while just running around and I have to rush to mute my speakers so it just stops! I want the alerts, but I don't want the thousands of shrieking / buzzing sounds every time my turret...
- Mon Jan 07, 2019 10:18 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 32707
Can't create Piercing Ammo Crate?
I went to finally explore this Piercing Ammo Crate thing, and I see that I have it researched in Military 2, but I can't craft it either personally or in an assembler. It's missing completely.
Anyone else have this issue?
Anyone else have this issue?
- Mon Jan 07, 2019 8:43 pm
- Forum: Not a bug
- Topic: Inserters won't load train when out of fuel and in auto mode
- Replies: 4
- Views: 8918
Re: Inserters won't load train when out of fuel and in auto mode
They really should be. Every other item in the game loads and unloads regardless of state with inserters, this was behavior I did not expect and ended up googling around to figure out why my inserter arm wasn't putting fuel in to my out-of-gas train.
- Sun Jan 06, 2019 1:11 pm
- Forum: Gameplay Help
- Topic: Can someone please tell me how to properly signal this
- Replies: 18
- Views: 4918
Re: Can someone please tell me how to properly signal this
Jesus christ, why didn't anyone say that you have to signal every fucking intersection the track runs over no matter how far away or how feasible it is for a train to turn at it ? That would have saved me so much heartache and frustration. https://i.imgur.com/bNQVIJT.png https://i.imgur.com/bNQVIJT....
- Sun Jan 06, 2019 7:05 am
- Forum: Gameplay Help
- Topic: Trains are so @#*%&ing frustrating
- Replies: 4
- Views: 1330
Re: Trains are so @#*%&ing frustrating
For the record, there are no signals anywhere on that track - there WERE signals, when I was screwing with it, but I went back to check, twice, because I googled it and read about how signals force the stop to be on one side.