Search found 9 matches

by Scorpio_King
Mon Jul 13, 2020 7:03 am
Forum: Logistic Train Network
Topic: Trains trying to pick up items from REQUEST station
Replies: 9
Views: 4305

Re: [1.13.9] Trains trying to pick up items on REQUEST station.

Looks for me so, that you forget a filter to protect request items get positive. It can get positive because your trains may be overfilled. Can you elaborate on that? How do i put this "filter" you speak of. My trains always come fully loaded with 12 wagons, depends on content its either ...
by Scorpio_King
Fri Jul 10, 2020 12:27 am
Forum: Logistic Train Network
Topic: Trains trying to pick up items from REQUEST station
Replies: 9
Views: 4305

Trains trying to pick up items from REQUEST station

I have a market station that REQUESTS multiple items, once in a while a train comes by to load something FROM it, station does not have any PROVIDE setups. Train gets stuck forever cos he cant load anything, wont move until manually told to. What causing this behavior?
by Scorpio_King
Mon Jul 09, 2018 9:40 pm
Forum: Mods
Topic: [MOD 0.16.x] Large Chests
Replies: 73
Views: 47031

Re: [MOD 0.16.x] Large Chests

Can you add the logistic storage chests function to filter items to big ones?
by Scorpio_King
Fri Feb 03, 2017 3:38 am
Forum: Modding discussion
Topic: Logistics network overview
Replies: 3
Views: 1615

Re: Logistics network overview

The base UI can't be modified at all. This mod might scratch what you're looking for though: https://mods.factorio.com/mods/anoutsider/advanced-logistics-system Yeah I'm using that, also this: https://mods.factorio.com/mods/blue112/LogisticNetworkContent But not very useful out of the way it works....
by Scorpio_King
Thu Feb 02, 2017 2:42 am
Forum: Modding discussion
Topic: Logistics network overview
Replies: 3
Views: 1615

Logistics network overview

So, I realise they making some improvements to the UI in 0.15. But, how far away that is no one knows. My question - is possible to get rid of all unwanted information on logistic chest when you hover on it? I am talking about the icon, name, health etc. All if possible, just leaving the storage ico...
by Scorpio_King
Tue Jan 31, 2017 9:24 am
Forum: Mod portal Discussion
Topic: Mod Edit and Tests Q
Replies: 3
Views: 2108

Re: Mod Edit and Tests Q

If you're only changing runtime scripts (ie control.lua) then you don't need to restart Factorio, only the map. If you change data scripts though, you need to restart the game completely. Restarting the game is recommended to make sure you catch any bugs that may appear on startup, which can save y...
by Scorpio_King
Tue Jan 31, 2017 1:11 am
Forum: Mod portal Discussion
Topic: Mod Edit and Tests Q
Replies: 3
Views: 2108

Mod Edit and Tests Q

Just to the point:
When you edit/test mods, is it necessary to restart the game every time.
No other quicker way?

Edit: It seems if you unpack the mod and make it work out of a folder, just loading the save file works, no need to restart whole game anymore.
by Scorpio_King
Sun Feb 07, 2016 11:05 pm
Forum: 5dim's mod
Topic: Bugs and problems
Replies: 279
Views: 161664

Re: Bugs and problems

If 2 trains pass each other with accumulators and one of them have power and the other don't, the one that does not have power will drain the one who does. Makes it useless if you have more than one towards same destination.

5dim_core_2.0.0
5dim_trains_2.0.1

Factorio 0.12.20 [x64]
by Scorpio_King
Wed Jan 20, 2016 3:06 pm
Forum: Mods
Topic: [0.12.21+] Magnet
Replies: 0
Views: 2498

[0.12.21+] Magnet

All credits for unofficial patch goes to diptherial, who was kind enough to fix it on Reddit.

Download

Original Mod By Schmendrick

Go to advanced search