Search found 53 matches
- Tue May 12, 2020 4:24 am
- Forum: Logistic Train Network
- Topic: [0.18.22 / 1.13.1] Several trains at the same depot problem
- Replies: 22
- Views: 6447
Re: [0.18.22 / 1.13.1] Several trains at the same depot problem
Seems like you are having; [...]if using both signals trains do not stuck on main road as in second example with only chain signals. Issues with signals and [...]if train schedule is aborted by time limit, then much more trains stuck in depots Issues with station and depo design. I might be wrong, o...
- Sun May 10, 2020 6:25 pm
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 27409
Re: Meaningful Content Update
As I have said, there is only one mod that really adds new biter models to the game increasing the number to three. Thats pretty few in my opinion. All other biter mods are just recolored or rescaled versions of existing biters. Which strongly implies that "more biter types" isn't of real...
- Sun May 10, 2020 1:18 pm
- Forum: General discussion
- Topic: Meaningful Content Update
- Replies: 85
- Views: 27409
Re: Meaningful Content Update
[...] if you like to play it a bit more spicey with a bigger focus on warfare, there are just 2 alien models to blow up and this becomes boring after some while. And that's where the fantastic mods the community has developed come into play! There are many bitter mods. I'm very glad the base game i...
- Sun May 10, 2020 1:14 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod idea, if anyone's bored...
- Replies: 5
- Views: 1906
Re: Mod idea, if anyone's bored...
Never seen that mod of yours before, it looks pretty cool! I searched for "snow" in the mod portal and it didn't show up. Maybe including this word into the description so it can be found by such a search might not be a bad idea.
- Sun May 10, 2020 4:20 am
- Forum: Logistic Train Network
- Topic: disable blueprinted stop until ready
- Replies: 9
- Views: 3118
- Sun May 10, 2020 4:14 am
- Forum: Ideas and Suggestions
- Topic: Adopt mod uranium process to vanilla
- Replies: 10
- Views: 3081
Re: Adopt mod uranium process to vanilla
[...] As a nuclear engineer [...] As a manufacturing processes engineer, there's soooooo many hard-to-swallow simplifications in the game if you compare to the real world, and that's totally OK. Reality doesn't translate to fun game mechanics. [...] That can't be closer to the truth. The game is ju...
- Sat May 09, 2020 2:31 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod idea, if anyone's bored...
- Replies: 5
- Views: 1906
Re: Mod idea, if anyone's bored...
There's a forum section for mod ideas and suggestions here . No need to post in the General discussion. On topic: yeah, turning bitters into zombies together with a custom map would make for an interesting scenario based on the somewhat overused "zombie apocalypse" setting. Regarding snow,...
- Sat May 09, 2020 1:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406657
Re: Development and Discussion
The "Automation" research costs 64 x (1x "Red Science Analyzer" + 2x "Basic Datacore") and I'm not able to complete it. I have access to all Basic Technologies 1 and their labs, which can be researched in the "Tech Archive 2". However, I'm not finding a resea...
- Sat May 09, 2020 2:34 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1406657
Re: Development and Discussion
The "Automation" research costs 64 x (1x "Red Science Analyzer" + 2x "Basic Datacore") and I'm not able to complete it. I have access to all Basic Technologies 1 and their labs, which can be researched in the "Tech Archive 2". However, I'm not finding a resear...
- Sun May 03, 2020 5:41 pm
- Forum: Bob's mods
- Topic: What mods go well with bob's mods?
- Replies: 5
- Views: 4096
Re: What mods go well with bob's mods?
reminds me of a better version of Dytech of old I'll admit that my mods started out as an "over-DyTech" kinda like how many other mods like Angels are an "Over-Bobs" by that I mean, mods to extend Dytech, like... Back in 0.9 you gained Ores in DyTech by mining asteroids that cra...
- Sat May 02, 2020 5:58 pm
- Forum: Technical Help
- Topic: The mod FNEI won't load
- Replies: 3
- Views: 1395
Re: The mod FNEI won't load
Have you thought about posting, you know, in the actual FNEI page on mods.factorio? Or maybe in the official repo over on GitHub? If you did, you'd have seen not only bug reports but already even pull requests with the fix.
- Thu Apr 30, 2020 2:25 pm
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 34294
Re: Version 0.18.22
Er, yes. Yay, a "minor patch" broke lots of stuff! Any chance you guys can use SemVer and do at least rudimentary testing that patch-releases don't break mods? This also implies checking a player *really* wants to upgrade to the next minor version (e.g. 0.19). factorio is in alpha stage. ...
- Wed Apr 29, 2020 1:53 pm
- Forum: Modding discussion
- Topic: [1.0.1+] Order of the Mods installed
- Replies: 6
- Views: 2223
- Mon Apr 27, 2020 1:34 pm
- Forum: General discussion
- Topic: Hi Wube! Would it be okay to use game screenshots on my server hosting website?
- Replies: 15
- Views: 4150
Re: Hi Wube! Would it be okay to use game screenshots on my server hosting website?
Well the server software probably doesn't have the same hardware requirements as the client, which as you mentioned is 4GB of ram. But I also think 512MB could be too low for a modest base.
- Sun Apr 26, 2020 9:46 pm
- Forum: Logistic Train Network
- Topic: New to LTN, question on requester stations and multiple items
- Replies: 3
- Views: 2097
Re: New to LTN, question on requester stations and multiple items
Each stack size 10, 100, 500, 1000 will get its own requester station Why would you do that? LTN works best for one item per station. I only use multiple items on request for supplying wall maintenance or isolated large construction sites. One station per stack size sounds weird and inefficient, sp...
- Sun Apr 26, 2020 3:33 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 155564
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
Hello there. Ahhhh I understand now. Thanks a lot for the explanation and for the fantastic mod!!
- Sun Apr 26, 2020 3:13 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 155564
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
Got a question regarding beacons. So the 3 input boxes are as follows, exactly like in game, with their explanation text that comes up on mouse hover in the () Amount, affecting one (Number of beacon affecting one factory) Beacon by factory (Number of beacon per factory) Constant Beacon (Constant nu...
- Sat Apr 25, 2020 10:07 pm
- Forum: General discussion
- Topic: Turn Coal into Wood
- Replies: 18
- Views: 4557
Re: Turn Coal into Wood
Well there's a big difference between wood based "coal", which is named "charcoal" and the fossil fuel mineral one, which is simply named "coal". That established, it's well accepted that the game does some very steep simplifications regarding materials in comparison to...
- Sat Apr 25, 2020 3:24 pm
- Forum: Implemented Suggestions
- Topic: Blueprints: Mirror/flip
- Replies: 97
- Views: 64570
Re: Blueprints: Mirror/flip
Just a bump/+1 to this suggestion. I understand there might be some problems implementing it, but there should be a way to mirror at least inserters when pasting designs and blueprints.
- Mon Apr 20, 2020 12:31 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 265708
Re: Stations & other LTN based designs
Thanks, I think your suggestion is a good idea. I've used a modified version of Odhrean's stations for years but decided to redesign my LTN+rails book starting off your base blueprints. Will report if any other small issue is found. Thanks once again for the continued support of your fantastic mod.