Search found 58 matches

by Kalanndok
Mon Apr 08, 2024 8:39 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 137
Views: 14767

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

gobsan wrote: ↑
Sun Apr 07, 2024 3:15 pm
The main question after FF405 - why are there 84k rockets in the logistic network? Could we be getting a new turret or are these used for spiders? :?
hmm...
Maybe we'll get flying enemies which we'll need to air-defend against?
Or we might finally find or somehow summon the Brainbug?
by Kalanndok
Fri Mar 22, 2024 3:59 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 16846

Re: Friday Facts #403 - Train stops 2.0

About the problem on how to refuel a stuck train on a water-bridge...

Why not just giving bridges emergency-solar-panels which allow them to power trains so they can drive at 5 km/h maximum speed while on the bridge until they are on solid ground again?
by Kalanndok
Sun Jan 24, 2021 6:31 pm
Forum: Not a bug
Topic: [1.1.14] Train blocks itself in train limit
Replies: 3
Views: 1258

Re: [1.1.14] Train blocks itself in train limit

The problem with this is: Even though it has the "permission" to depart the train is still blocking access to the station so that no other train can enter it. Since the train-stop doesn't know about the train's schedule it cannot determine when or even if the train will finally depart so i...
by Kalanndok
Sun Jan 24, 2021 6:22 pm
Forum: Off topic
Topic: Songs to Factorioize by
Replies: 62
Views: 98182

Re: Songs to Factorioize by

Another good playlist for not just Factorio but basicly everything:
Music Makes You Braver Mix - Two Steps From Hell (2.5 Hours) | Most Powerful Epic Music
by Kalanndok
Sun Jan 24, 2021 6:16 pm
Forum: Releases
Topic: Version 1.1.15
Replies: 9
Views: 10153

Re: Version 1.1.15

Actually I do understand the need for the deconstruction-planner to be limited like that so that we can't filter for entities that we cannot see.
But couldn't we have a special case for an empty construction planner so we can at least order a "remove everything" into the darkness?
by Kalanndok
Fri Jan 22, 2021 2:15 pm
Forum: Not a bug
Topic: [1.1.13] Train pathing past destination in wrong direction adds pathfinding penalty
Replies: 3
Views: 1457

Re: [1.1.13] Train pathing past destination in wrong direction adds pathfinding penalty

This might be intended. A train stop usually denotes a place where a train does stop and not a through-line. And that status usually doesn't change with the direction of the train. However what might be interesting: Change the train stop penalties from static values to individual properties for each...
by Kalanndok
Wed Jan 20, 2021 12:05 am
Forum: Ideas and Suggestions
Topic: Dragable Train signals
Replies: 20
Views: 4809

Re: Dragable Train signals

Which one? The one coming from the left fork or the one coming from the right fork or the one coming from the half-left fork (no, there is not straight)? Or to be more specific: How long is the block size supposed to be when dragging a signal to the right in this scenario? https://imgur.com/a/rJqrYM...
by Kalanndok
Tue Jan 19, 2021 8:03 pm
Forum: Ideas and Suggestions
Topic: Dragable Train signals
Replies: 20
Views: 4809

Re: Dragable Train signals

You actually can do that with blueprint and the relative grid positions.
You make your blueprint and then just drag-ride with a 289 km/h-train and a bunch of constructor-spiders following you around :)
by Kalanndok
Tue Jan 19, 2021 8:32 am
Forum: Off topic
Topic: Songs to Factorioize by
Replies: 62
Views: 98182

Re: Songs to Factorioize by

That's something especially for the moment when the artillery train just arrives at its battle station:
Ode an die Freude - Beethoven Symphonie Nr. 9
by Kalanndok
Sun Jan 17, 2021 12:27 am
Forum: Ideas and Suggestions
Topic: VR blueprints, modular vehicles and other
Replies: 6
Views: 1911

Re: VR blueprints, modular vehicles and other

As for modular vehicles. It sounds a like the spidertrons. I do have a bunch of yellow "Rubble"s with construction bots and materials construction, a bunch of green "Rocky"s with just bots for recycling, and a blue "Chase", red "Marshall", pink "Skye"...
by Kalanndok
Sat Jan 16, 2021 8:58 am
Forum: Combinator Creations
Topic: Suction Cup Picking Machine (Blueprint of a Blandbl creation)
Replies: 7
Views: 2522

Re: Suction Cup Picking Machine (Blueprint of a Blandbl creation)

The question is:
What is this contraption supposed to do exactly?
by Kalanndok
Thu Jan 14, 2021 2:26 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.9] Crash loading savegame, Error CircuitConnector.cpp:655: neighbour != nullptr was not true
Replies: 13
Views: 6947

Re: [1.1.9] Crash loading savegame, Error CircuitConnector.cpp:655: neighbour != nullptr was not true

kovarex wrote: ↑
Thu Jan 14, 2021 12:28 pm
Thanks for the report, it is fixed for the next release now.
Will you make a quick hotfix for that or do we have to rollback to 1.1.8?
by Kalanndok
Mon Jan 11, 2021 10:03 pm
Forum: Gameplay Help
Topic: Plastic production coal-starved?? (solved)
Replies: 5
Views: 1946

Re: Plastic production coal-starved??

Are you sure it's coal starving? My calculation gives an output of 17.03 plastic per second per assembler produced with just one inserter clearing it. That's not enough as one inserter can in the best case move 13.85 items per second from chest to belt. As for input...one assembler only takes 6.55 c...
by Kalanndok
Mon Jan 11, 2021 11:23 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 880795

Re: 4-way intersections: Throughput and deadlocks [image heavy]

On incoming line from the north there is a wrong rail signal.
by Kalanndok
Fri Jan 08, 2021 5:07 pm
Forum: Technical Help
Topic: Lost blueprints after version rollback
Replies: 18
Views: 6429

Re: Version 1.1.8

Have you verified that they are really gone? It might be that they just got converted to 1.1.8 and are still there, just no longer loadable from 1.1.6. And by the way... Congratulations. You just found out why it is generally considered a bad idea to use an "experimental release" in a &quo...
by Kalanndok
Thu Jan 07, 2021 1:36 pm
Forum: Pending
Topic: 1.1.7 Bug Report
Replies: 7
Views: 2141

Re: 1.1.7 Bug Report

To be more specific:
The second log shows that you tried to open a 1.1.7 save with the 1.1.6 game.
So the assumed "crash" might actually be a controlled (and correct) error message telling you that the savegame could not be loaded.
by Kalanndok
Thu Jan 07, 2021 11:20 am
Forum: Pending
Topic: 1.1.7 Bug Report
Replies: 7
Views: 2141

Re: 1.1.7 Bug Report

It seems that steam downgraded his version to 1.1.6 again after he installed (maybe manually bypassing steam?) and played 1.1.7.
1.1.6 then detects a savegame from a newer version.
by Kalanndok
Wed Jan 06, 2021 2:22 pm
Forum: Technical Help
Topic: Server lag (Factorio Zone)
Replies: 8
Views: 2546

Re: Server lag (Factorio Zone)

Actually: 3G/4G is in fact a shared medium between all users on the same cell. However since your own internet connection works I rather suspect the problem to be on the side of your friend, even though it runs lagfree on his end. The reason for that is that he isn't running the game online at all a...
by Kalanndok
Wed Jan 06, 2021 1:39 pm
Forum: Gameplay Help
Topic: Issues with pipes, mixing fluids
Replies: 2
Views: 989

Re: Issues with pipes, mixing fluids

They might have been connected together for a brief period of time. Just try deleting the water and see if it comes back. If yes, then you do have some kine of leak. If not everything is fine (for now)
by Kalanndok
Wed Jan 06, 2021 1:33 pm
Forum: Technical Help
Topic: Server lag (Factorio Zone)
Replies: 8
Views: 2546

Re: Server lag (Factorio Zone)

This does not state how much of that theoretical througput is actually available(!). Might be shared medium (cable-internet, WiFi(!)), might be ppl in the same network streaming videos, might be ppl uploading files (torrent-uploads, etc.), some kind of firewall (local or provider-side). Considering ...

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