Search found 10 matches

by Pacifyer
Sun Apr 05, 2020 10:48 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 97690

Re: [0.16 / 0.17] LTN Tracker - a GUI for LTN

Yes, I hacked the mod to 10.10 to make it work for 0.18. I didn't realize it was deprecated, I thought the mod author was just tardy with the update.

My bad.
by Pacifyer
Sun Apr 05, 2020 2:03 am
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 97690

Re: [1.12.8] Crash while running event on_train_changed_state

I have confirmed the error from a second provider station -- the iron ore station near the south wall. The LTN combinators are already setup. Using the save file, go 2 stations east to the iron ore requester and add 'iron-ore -180000". The error occurs when the train attempt to leave the provid...
by Pacifyer
Sat Apr 04, 2020 11:30 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 97690

[1.12.8] Crash while running event on_train_changed_state

This bug is identical to this post last updated 3/25/2020: https://forums.factorio.com/viewtopic.php?t=82760 I have encountered this bug in 1.12.7, and also today after I updated to 1.12.8, so I re-posted. I can replicated it consistently. In fact, it happens every time I try to pull resources from ...
by Pacifyer
Mon Nov 21, 2016 11:45 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 119486

Re: Railroad

I would like to see a method to influence the rail pathing decisions. The idea is simple: a rail segment that increases the apparent distance cost to pass over it. In practice, it could be a special rail segment item (with a settings window for value), or a normal rail section connected to a constan...
by Pacifyer
Mon Apr 25, 2016 1:02 am
Forum: Mods
Topic: [MOD 0.12.x / 0.11.x] Smart long inserters
Replies: 5
Views: 13561

Re: [MOD 0.12.x / 0.11.x] Smart long inserters

I love the mod. I've been playing with it for a while, and I've included it in a lot of blueprints I post online. One bug I've noticed is that these won't hook up to a circuit network (filters and logistics work fine). I copied the following code from the smart-inserter entity and it resolved the pr...
by Pacifyer
Tue Mar 22, 2016 6:25 pm
Forum: Mods
Topic: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
Replies: 85
Views: 85588

Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

There's a mod called crafted artifacts (https://forums.factorio.com/viewtopic.php?f=93&t=14258) that works great with 12.x. It adds the alien ore, and recipes to craft it into alien artifacts. I've posted a blueprint (http://factorioblueprints.com/view/R5ECqgaSJTedrGjE9) for the processing. That...
by Pacifyer
Sun Mar 20, 2016 11:18 pm
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 63535

Re: [MOD 0.12.26] Logistics Railway 1.0.4

Isn't that the normal behaviour even without the 8L mod? I don't know, that's why I'm asking. I guess I should disable the mod and see, but that requires re-configuring trains as well. As for why you'd want more than one requester -- when you want more distinct item types in the wagon than you can ...
by Pacifyer
Sun Mar 20, 2016 10:43 pm
Forum: Mods
Topic: [MOD 0.12.35] Logistics Railway 1.0.8
Replies: 87
Views: 63535

Re: [MOD 0.12.26] Logistics Railway 1.0.4

I have found an odd behavior, and I'm not sure if it's a bug or a feature. I recently installed your mod and the newly-named 8L mod. I opened up my test map and started to play around with both together. Here's an image to go along with the description: http://i.imgur.com/XLor1uK.png With the 8L mod...
by Pacifyer
Thu Mar 17, 2016 7:01 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
Replies: 56
Views: 63071

Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Can you add an alternate recipe with the liquid inputs reversed, similar to what GDIW does? This will allow more compact processing designs. Done, and I've added all recipes to the productivity whitelist Awesome, thanks! I posted a refining complex to factorioblueprints.com, and I'm updating it now...
by Pacifyer
Thu Mar 17, 2016 4:08 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Crafted Artifacts
Replies: 56
Views: 63071

Re: [MOD 0.12.x] Crafted Artifacts v1.2.0

Can you add an alternate recipe with the liquid inputs reversed, similar to what GDIW does? This will allow more compact processing designs.

Go to advanced search