Search found 33 matches

by Kalanndok
Mon Jun 17, 2019 3:55 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 9789

Re: Friday Facts #299 - Everything is more complex than expected

So just to get that straight... You're saying a train can enter a block that it has reserved itself? So that would mean that if Block 2 in the example would be accessible to the train by a long right-turn it would be possible for the train (provided it is long enough) to bite it's own tail? To me it...
by Kalanndok
Tue Aug 09, 2016 8:42 pm
Forum: Gameplay Help
Topic: Trouble with Decider combinators
Replies: 6
Views: 1211

Re: Trouble with Decider combinators

Well..the green and red output ARE separated actually.

But by connecting the red wire you ADD the red output to everything else that is on the red wire.
by Kalanndok
Tue Jun 28, 2016 6:57 pm
Forum: Duplicates
Topic: [0.13.0] Reproducable Crashes when Shift-Rightclicking stack
Replies: 1
Views: 184

[0.13.0] Reproducable Crashes when Shift-Rightclicking stack

Hi, When shift-rightclicking a stack of items to fill it into a consuming entity the game crashes. Map is a freshly created map. 0.000 2016-06-28 20:48:41; Factorio 0.13.0 (Build 22782, win64, alpha) 0.001 Operating system: Windows 10 0.001 Program arguments: "C:\Program Files\Factorio\bin\x64\Facto...
by Kalanndok
Sun Jun 26, 2016 5:08 pm
Forum: Gameplay Help
Topic: Power Pole Redundancy.
Replies: 6
Views: 1071

Re: Power Pole Redundancy.

I would advise against such redundancy onto fine levels. I would make a long-range network along the rails and put the redundancy there (loops, etc.). From that network I would split the outposts and sub-factories each by exactly one and only one connection. By that you get the option to switch off ...
by Kalanndok
Sun Jun 19, 2016 8:27 am
Forum: General discussion
Topic: We're being invaded!
Replies: 13
Views: 1921

Re: We're being invaded!

Well...what about configuring the forum to automatically hide (not delete) posts and revoke "create post"-permission for new users whose posts got reported multiple times. Afterwards a Mod needs to manually approve that account. That might be the best of both worlds if mods in other timezones are no...
by Kalanndok
Fri Feb 12, 2016 7:07 pm
Forum: General discussion
Topic: Where are the Friday Facts?
Replies: 5
Views: 6748

Re: Where are the Friday Facts?

Just asking because in the recent weeks the facts were posted rather early in GMT+1
by Kalanndok
Fri Feb 12, 2016 6:53 pm
Forum: General discussion
Topic: Where are the Friday Facts?
Replies: 5
Views: 6748

Where are the Friday Facts?

Were they forgotten or are they still being worked on? ;)
by Kalanndok
Thu Feb 11, 2016 6:16 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 81812

Re: Friday Facts #124 - Steam Status I

I cannot talk for the developers but from a technical point of view I doubt that cloud-sync for saves is possible at all.
We're talking of savegame sizes of about 30-50 MB in small to medium bases.

I'm not sure if steam allows such an amount of data in their cloud.
by Kalanndok
Thu Feb 11, 2016 6:13 pm
Forum: General discussion
Topic: A question about multiplayer for steam
Replies: 24
Views: 22627

Re: A question about multiplayer for steam

Rust has an interesting concept actually (however I'm not talking from personal experience, just reiterating something a collegue told me). You could have Area-Claim-Chests which disallow all manipulation in an area except for players that personally authenticated to the physical chest. Meaning you ...
by Kalanndok
Sun Feb 07, 2016 10:55 am
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 81812

Re: Friday Facts #124 - Steam Status I

@slpwnd: I can live with the wallpapers and scenarios being available to everyone now (bought Furnace Attendand tier). It's not that something I paid for is going to be scrapped. However for future games I will definately not buy any higher tier than the most basic one because of that. Furthermore e...
by Kalanndok
Fri Feb 05, 2016 8:37 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 81812

Re: Friday Facts #124 - Steam Status I

Sounds all nice, however I feel a bit cheated by the way the "furnace attendant" gets treated.

I bought that package BECAUSE of the exclusive content (scenario packs mainly) just to learn that with 5 bucks less I could have gotten the very same. Just doesn't feel right to me. :(
by Kalanndok
Sun Jan 31, 2016 5:37 pm
Forum: Combinator Creations
Topic: Multiple signals on one wire (multiplexing)
Replies: 38
Views: 48455

Re: Multiple signals on one wire (multiplexing) - simple to use

Actually what I'm also quite interested in is this:
(like is there a train in the station)
Been looking for something to detect that for a long time :)
by Kalanndok
Sat Jan 30, 2016 12:08 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 51499

Re: Friday Facts #123 - Better circuit network (Part 2)

Sounds like an interesting change with valid motivations; too bad it's attracting the all-too-common response of "it sounds less convenient than what I'm used to, therefore it will suck". The complaints are rather "If it works how it appears to work I'll be required to refactor all my combinator bu...
by Kalanndok
Sat Jan 30, 2016 6:46 am
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 51499

Re: Friday Facts #123 - Better circuit network (Part 2)

I also hope you can connect 1 writer to many things.) That's what got me concerned...On the reader side it is supposed to actually be like that. That's why they wrote lamps would stay as they are so that you don't have to put a reader to each lamp. So that would imply that for the writer you'd also...
by Kalanndok
Fri Jan 29, 2016 9:13 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 51499

Re: Friday Facts #123 - Better circuit network (Part 2)

Well...in my train stations right now I have a row of smart chests chain-connected with red wire to get a storage count.

Does that change mean I need to find space to put a CNC-writer in between somewhere to get the storage count?
Why not leave smart chests in as chests with an integrated CNC?
by Kalanndok
Sun Jan 24, 2016 11:32 pm
Forum: This Forum
Topic: User Rank
Replies: 35
Views: 24794

Re: User Rank

What about replacing the filter inserter with the smart inserter and using a logistics robot for 100+ instead of the current smart inserter?
by Kalanndok
Sun Jan 24, 2016 3:59 pm
Forum: Show your Creations
Topic: Outpost status display
Replies: 12
Views: 17545

Re: Outpost status display

Thanks for the commend. It also sounds nice and I might try that out in a revision, but that would not be a push-protocol anymore. The base would need to actively pull a status from a specific outpost. Another problem I see is where to stop the loop iterating through the Ids. I. e. you have outposts...
by Kalanndok
Sun Jan 24, 2016 1:54 pm
Forum: Show your Creations
Topic: Outpost status display
Replies: 12
Views: 17545

Outpost status display

Hi Community, While designing my base I started running into the problem that I an outpost died of recource depletion and I didn't really notice it until by chance I spotted one of it's trains coming in empty to the unload station. Therefore I build a little status reporter and a status display whic...
by Kalanndok
Sun Jan 24, 2016 8:05 am
Forum: Gameplay Help
Topic: Chain signals into a station
Replies: 11
Views: 24946

Re: Chain signals into a station

ratchetfreak wrote:they'll repath if they are stopped at a chain signal and there is another rout open
Assuming your theory is right and looking at the threadstarters screenshots:
Why don't the trains stopped at the chain signals repath into the other free station?

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