Search found 64 matches
- Fri Nov 08, 2019 3:53 am
- Forum: Not a bug
- Topic: [0.17.76] Walking while placing power poles doesn't ignore deconstructing poles
- Replies: 2
- Views: 860
Re: [0.17.76] Walking while placing power poles doesn't ignore deconstructing poles
On a related note, if there are any power-using entities that have been marked for deconstruction along your path, additional power poles will be placed in an attempt to power these entities (even though they are marked for removal!).
- Fri Nov 08, 2019 3:49 am
- Forum: Not a bug
- Topic: [0.17.76] Walking while placing power poles doesn't ignore deconstructing poles
- Replies: 2
- Views: 860
[0.17.76] Walking while placing power poles doesn't ignore deconstructing poles
Walking while holding down the mouse button with a power pole selected will normally place a series of poles at the maximum connectable distance. However, if there are any existing power poles near your cursor that have been marked for deconstruction, you will not place any new power poles. This was...
- Sun May 07, 2017 6:46 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [0.15.9] Supply Challenge requirements out of date
- Replies: 1
- Views: 2663
[Klonan] [0.15.9] Supply Challenge requirements out of date
The Supply Challenge level 16 and later require components for the old recipe for the Science Pack 3: Advanced Circuits, Batteries, Filter Inserters, and Steel Plates. Since the Electric Drill is now required for blue science, it could be made a requirement as early as level 11 to replace the contin...
- Wed Nov 04, 2015 6:57 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373381
Re: [0.11.22/0.12.x][v0.12.6] Bob's Ore Mod.
@netmc: Don't worry about getting the ratio exact for the Lead Oxide and Advanced Lead machines. As you unlock more techs for higher level chemical plants and multipurpose furnaces, the ratio will swing around a lot. A 1:2 ratio of Oxide to Advanced Lead is good enough for most of the game. The sulf...
- Tue Oct 27, 2015 1:37 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 373381
Re: [0.11.22/0.12.x][v0.12.6] Bob's Ore Mod.
I am drowning in Nickel ore! I was wondering if you should make an alternative cement recipe to use Nickel ore vs. Iron Ore, since it's just stones in the cement mix. Give me something to do with all this Nickel I have! :lol: Process the ore into nickel plates and sulfuric acid. Use the acid to pro...
- Mon Oct 26, 2015 2:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] items with roboport can lock up during crafting
- Replies: 13
- Views: 14867
Re: [0.12.4] [kovarex] items with roboport can lock up during crafting
I've found another way the inserter can lock up while inserting items. The allowed overload for assembly machines depends on the machine's speed. The speed bonus provided by beacons is reduced when the beacon is not at 100% electricity. When the speed bonus drops because your power needs are not met...
- Sat Oct 24, 2015 6:10 am
- Forum: Mods
- Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
- Replies: 93
- Views: 93145
Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Compression Chests worked fine in 0.12.12. Upon upgrading to 0.12.13 and loading a 0.12.12 save, I get this error:
- Thu Oct 22, 2015 11:02 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 175506
Re: [0.11.22/0.12.x][v0.12.8] Bob's Warfare mod
But right now I can't have shielding without gold, and I can't get gold without shielding The recipe for module armor is just the vanilla recipe with the red and blue circuits replaced with Bob's circuits. You might have to tweak the recipes yourself. In general, gold is a significant barrier to al...
- Wed Oct 21, 2015 9:30 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125388
Re: [0.11.22/0.12.x][v0.12.8] Bob's Modules.
I just have to note that the config option for "production module restriction" is rather useless, since it restricts you to only vanilla intermediates. I've been imposing the restriction myself by not putting them in any machines making "usable products". That... shouldn't be th...
- Wed Oct 21, 2015 9:15 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
- Replies: 122
- Views: 86591
Re: [0.11.22/0.12.x][v0.12.6] Bob's Assembly Machines
Also the machines could use a bit of ballancing. Thinking about them in relation to the other machines, I notice you didn't mention electronics machine 3, I'm guessing that it was either underwhealming when compared to an assembly maching 5/6, or that you just didn't make it up that far through the...
- Wed Oct 21, 2015 3:08 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 125388
Re: [0.11.22/0.12.x][v0.12.8] Bob's Modules.
I just have to note that the config option for "production module restriction" is rather useless, since it restricts you to only vanilla intermediates. I've been imposing the restriction myself by not putting them in any machines making "usable products".
- Wed Oct 21, 2015 3:01 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Assembly Machines
- Replies: 122
- Views: 86591
Re: [0.11.22/0.12.x][v0.12.6] Bob's Assembly Machines
Some feedback on the 2x2 electronics machines: Pros: - Level 1 is slightly cheaper and faster than Level 2 Assembly Machine - Level 2 is slightly cheaper than and equal in speed to Level 4 Assembly Machine, and comes online at the same time as Level 3 Assembly Machine - Smaller footprint means 50% m...
- Sat Oct 17, 2015 8:20 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] Supply Challenge: 'story' nil value
- Replies: 15
- Views: 12227
Re: [0.12.10] Supply Challenge: 'story' nil value
Excellent. For the record, my modified scenario did break the auto-updater as you said. Upon starting Factorio, the update notification showed me updates for both the base game and the scenario pack. I clicked "Install Updates", it downloaded both update files, and then displayed an error ...
- Thu Oct 08, 2015 10:20 am
- Forum: Ideas and Suggestions
- Topic: Connect power to lamps through wiring
- Replies: 10
- Views: 11333
Re: Connect power to lamps through wiring
In fact, we should be able to use copper wires to connect any machine to any other machine, so we won't need power poles at all!
- Tue Oct 06, 2015 5:47 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] Supply Challenge: 'story' nil value
- Replies: 15
- Views: 12227
Re: [0.12.10] Supply Challenge: 'story' nil value
While we're on the topic, here's another bug, one where too many points are awarded. This line computes the points to add when a level is completed: control.lua:415 local pointsaddition = math.floor(secondsleft * pointspersecondstart - global.level * pointspersecondlevelsubtract) It should do this t...
- Mon Oct 05, 2015 11:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] Supply Challenge: 'story' nil value
- Replies: 15
- Views: 12227
Re: [0.12.10] Supply Challenge: 'story' nil value
Yep. It was the first thing I tried.kovarex wrote:Did you update the scenario pack?
Tried it again just now, same problem.codewarrior wrote:The error persists after removing the "scenario-pack" folder from Factorio\data and allowing the game to re-download the scenario pack.
- Mon Oct 05, 2015 10:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] Supply Challenge: 'story' nil value
- Replies: 15
- Views: 12227
Re: [0.12.10] Supply Challenge: 'story' nil value
If the updater is going to give me a broken scenario again, I'm fine with that.kovarex wrote:But patching it manually breaks the updater, so it shouldn't be done.
- Mon Oct 05, 2015 10:43 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] Supply Challenge: 'story' nil value
- Replies: 15
- Views: 12227
Re: [0.12.10] Supply Challenge: 'story' nil value
This patch to control.lua fixes all of the problems I've found with the scenario. Starting a new game, completing levels, loading, and saving all work now. --- scenario-pack/scenarios/supply/control_orig.lua Sun Oct 4 19:21:30 2015 +++ scenario-pack/scenarios/supply/control.lua Sun Oct 4 23:05:04 20...
- Mon Oct 05, 2015 5:25 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.10] Supply Challenge: 'story' nil value
- Replies: 15
- Views: 12227
[0.12.10] Supply Challenge: 'story' nil value
Attempting to start the Supply Challenge with both the game and scenario pack updated to 0.12.10 produces this error: story bug.png The error persists after removing the "scenario-pack" folder from Factorio\data and allowing the game to re-download the scenario pack. I tried modifying the ...
- Mon Sep 14, 2015 5:03 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 322709
Re: Foreman 0.1.9 - A factory optimisation tool.
That looks great! How far did you get with it? It's mostly complete. The graph gives the right amounts of input and output on every node when productivity modules are installed. Regrettably, I had to remove most of your "machine permutations" code to make it work. The "One assembler ...