MOBA-ZO
[Factorio scenario-mod] Battle arena with bonuses every round. The losing team of each round gets bonuses and keeps them between rounds (by ZwerOxotnik)
Logistic-Train-Network
Factorio mod adding logistic network for trains. (by 0ptera)
MOBA-ZO | Logistic-Train-Network | |
---|---|---|
1 | 5 | |
0 | 154 | |
- | - | |
4.4 | 3.1 | |
11 months ago | about 1 month ago | |
Lua | Lua | |
Apache License 2.0 | GNU General Public License v3.0 or later |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
MOBA-ZO
Posts with mentions or reviews of MOBA-ZO.
We have used some of these posts to build our list of alternatives
and similar projects.
Logistic-Train-Network
Posts with mentions or reviews of Logistic-Train-Network.
We have used some of these posts to build our list of alternatives
and similar projects.
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Possible bug? Wires not being pasted from blueprint (LTN SE BZ + others)
I'm pretty sure this has something to do with how the LTN combinators and lamps are placed. If i remember correctly, the lamps are placed separately by the mod after the train stop is placed. Maybe ask in the LTN discussions (https://forums.factorio.com/viewforum.php?f=214 or https://github.com/Yousei9/Logistic-Train-Network/issues)
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Can anyone see any reason why the pumps are not pumping into the fluid wagon? THe pipe has light oil in it and it's powered
Since 1.13.0 (when this pull request was merged), you can have multiple train stops with the same name.
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Question about LTN performance
Have you checked/posted at forum or github
- Krastorio and LTN compatible? On the right is the encoded position inputs , So both those trains shouldn't go to train stop ? am i missing anything ?
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Is there a way to restrict Load/Unload stations to trains of specific layout? (LTN MOD)
There was a github issue in the LTN github some time ago about restricting train by composition (https://github.com/Yousei9/Logistic-Train-Network/issues/93) which was closed as won't fix and I'm not aware of any changes in LTN regarding this topic.
What are some alternatives?
When comparing MOBA-ZO and Logistic-Train-Network you can also consider the following projects:
factorio-example-mod - Lightweight modular example mod with various features and compatibilities
Satisfactorio - Factorio mod that brings Satisfactory mechanics
TLBE - TLBE - Time Lapse Base Edition
SeaBlock - Factorio mod pack Sea Block
FactoryPlanner - A mod for Factorio. Allows you to plan out your production in detail.
factorio-switchable_mods - [Factorio mod]
factorio-blueprint-aligner - Factorio mod for aligning blueprint grid offsets
factorio_dissector - Factorio dissector for Wireshark
factorio-kill_nest_get_money - [Factorio mod]
gridworld - Automatic creation of distributed factorio gridworlds connected using edge_transports
UntitledGuiGuide - A Factorio GUI tutorial
MOBA-ZO vs factorio-example-mod
Logistic-Train-Network vs Satisfactorio
MOBA-ZO vs TLBE
Logistic-Train-Network vs SeaBlock
MOBA-ZO vs FactoryPlanner
Logistic-Train-Network vs factorio-switchable_mods
Logistic-Train-Network vs factorio-blueprint-aligner
Logistic-Train-Network vs factorio_dissector
Logistic-Train-Network vs factorio-kill_nest_get_money
Logistic-Train-Network vs gridworld
Logistic-Train-Network vs factorio-example-mod
Logistic-Train-Network vs UntitledGuiGuide