Search found 46 matches
- Sat Sep 14, 2019 6:40 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 222
- Views: 226093
Re: Logistic Bot Provider
A provider station allowing all items from a logistic network being requested over long distances via LTN. The blueprint you've created is exactly what I've been looking for: a way to accurately request multiple items from my mall anywhere in my factory. However... it doesn't work for me like in th...
- Mon Jun 10, 2019 9:18 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 222
- Views: 226093
Logistic Bot Provider
Known Bugs: A cable is missing, see this post for a patch for the blueprint below. ---- A provider station allowing all items from a logistic network being requested over long distances via LTN. 0eNrtXWuO2zYQvkqhn4WVkhSfCzQnaNKi6b8iMLQ2d1eoLbmSvO0i8AF6kF6sJylpef2gRImkHxvX/ZOFbOsTOd/McDjDUb5E97OlXJRZ...
- Mon Jun 10, 2019 6:04 pm
- Forum: Duplicates
- Topic: [0.17.47] Crash on instantly cutting rails
- Replies: 1
- Views: 459
Re: [0.17.47] Crash on instantly cutting rails
This seems not to be reproducible, at least not with the following situations at the moment of mouse click release: * Train already passed (previously) yellow signal, but is still outside the cutting area * Train has not yet passed the signal, but the breaking distance is within the cutting area Not...
- Mon Jun 10, 2019 5:50 pm
- Forum: Duplicates
- Topic: [0.17.47] Crash on instantly cutting rails
- Replies: 1
- Views: 459
[0.17.47] Crash on instantly cutting rails
Environment: Creative Mod is active, allowing instant removal with deconstruction blueprints and the cut-paste tool, without waiting for bots. Action Removed an LTN mod loading station (the top one of the three horizontal stations in the save), including signals and rail that have been reserved for ...
- Mon Jun 10, 2019 1:36 pm
- Forum: Gameplay Help
- Topic: Min / Max Combinator circuit help
- Replies: 13
- Views: 14456
Re: Min / Max Combinator circuit help
I just built a maximum calculator, trading space for time: https://forums.factorio.com/viewtopic.php?f=193&t=71845 You might be able to calculate a minimum with this too, if you: Change the rounding to floor instead of ceil: * remove the S := -1 constant calculator * Change the sum from M := Eac...
- Mon Jun 10, 2019 5:53 am
- Forum: Combinator Creations
- Topic: Maximum Signal Combinator Logic
- Replies: 1
- Views: 4030
Maximum Signal Combinator Logic
Here's another take on the "give me the item that i have most of"-problem. Concept: A fast logarithmic complexity approach would be to use the average of all values as a pivot, and remove all items below it from the list. To avoid requiring too much space, I only use one instance of this a...
- Sat Jan 26, 2019 1:12 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 60057
Re: Friday Facts #279 - Train GUI & Modern Spitter
Here's an idea: If the condition is set to Item Count = X, and current count is greater than X, have the entire bar be green, but overlayed on top of that is a yellow bar that fills in from the side. The width thereof could be ([(]currentCount - X[)] / X) or something like that. If currentCount is ...
- Sun Nov 19, 2017 9:15 pm
- Forum: Implemented Suggestions
- Topic: [0.15.37] Dialog Button Order & Caption UX
- Replies: 3
- Views: 1205
Re: [0.15.37] Dialog Button Order & Caption UX
It's an objective flaw by current standards of user interface design -- there's a reason for Windows, Android, iOS et cetera having guidelines specifying correct button placement. If you want to reserve the bug section for logic/software/programming bugs, please move it to ideas; but I don't see why...
- Sun Nov 19, 2017 7:20 pm
- Forum: Implemented Suggestions
- Topic: [0.15.37] Dialog Button Order & Caption UX
- Replies: 3
- Views: 1205
[0.15.37] Dialog Button Order & Caption UX
The buttons in the dialogs make it difficult to quickly navigating without reading, since the order differs, and the Text for aborting the current operation is not the same: Browse Games: ================ Refresh | Back | Join Game New Game: Reset | Mod Settings ================ Generate | Close Dir...
- Sat May 13, 2017 6:12 pm
- Forum: 1 / 0 magic
- Topic: [mods.factorio.com] 'application error'
- Replies: 3
- Views: 1806
Re: [mods.factorio.com] 'application error'
This seems to happen on about every second page load (seemingly also on Ajax-Requests -- the search just doesn't update the results sometimes) since about early May, both in Firefox and Chrome. =( Maybe the factorio staff would be so nice and check the logs? Application error An error occurred in th...
- Sat Apr 22, 2017 2:23 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 224665
Re: [Mod 0.14] Logistic Train Network 1.0.1
This plugin solves so many problem over using pulse counters when loading trains, thank you. Still, I have two minor issues where I currently can not see how they can be solved best: I'd like to transport trains and wagons to a station near the depot -- which is a bit difficult since I assume the ou...
- Fri Apr 21, 2017 9:54 pm
- Forum: Ideas and Suggestions
- Topic: Manual Train Driving -- Reserving Tracks for the Player
- Replies: 1
- Views: 1440
Manual Train Driving -- Reserving Tracks for the Player
Hello, I'd sometimes like to drive manually on an automated network, but this often causes either crashes or long wait times for me. This is mostly caused by automated trains being able to reserve tracks (yellow signals), while I have to drive to the track, drive a little bit over the red/yellow sig...
- Tue Apr 18, 2017 9:02 pm
- Forum: Not a bug
- Topic: Negative Amount in Logistics Network
- Replies: 13
- Views: 6146
Re: Negative Amount in Logistics Network
Also, if you are worried about a fixed size buffer being too small or too slow, than any demand driven system must also be off the table as they are much slower. I don't think so, high latency / wastefulness (items somewhere else than needed / too many items stored where not needed) and low through...
- Tue Apr 18, 2017 5:01 am
- Forum: Not a bug
- Topic: Negative Amount in Logistics Network
- Replies: 13
- Views: 6146
Re: Negative Amount in Logistics Network
It sounds like you are missing what "available" means. I would not say that an item is "available" at a shop when it's currently being moved from one shop to another, or if it is on the way from the depo. I don't care where the Item is when ordering online -- as long as the Item...
- Tue Apr 18, 2017 4:58 am
- Forum: Not a bug
- Topic: Negative Amount in Logistics Network
- Replies: 13
- Views: 6146
Re: Negative Amount in Logistics Network
As for player requests, why would you need to read this? It's a serious question as even trying to implement a lean factory (only ever produce what you absolutely need), you would be subjecting yourself to having to wait for the items to be manufactured. My most common use-case for this would be se...
- Tue Apr 18, 2017 1:11 am
- Forum: Not a bug
- Topic: Negative Amount in Logistics Network
- Replies: 13
- Views: 6146
Re: Negative Amount in Logistics Network
as there exist other mechanisms to do that (more manual though) Do there? Of course, all chests could be connected using a single wire and an constant combinator next to each requester, but I don't see where I can find out what items players and construction ghosts request and need to be manufactur...
- Tue Apr 18, 2017 1:02 am
- Forum: Not a bug
- Topic: Negative Amount in Logistics Network
- Replies: 13
- Views: 6146
Re: Negative Amount in Logistics Network
but the amount available vs the amount that the robots are trying to pickup and there is no other way of knowing if you are flooding your robotic network except for the -ve signal With flooding you mean transporting more items than the current number of robots can? What do you mean with the "-...
- Tue Apr 18, 2017 12:37 am
- Forum: Not a bug
- Topic: Negative Amount in Logistics Network
- Replies: 13
- Views: 6146
Re: Negative Amount in Logistics Network
It's not about the amount being requested vs the amount available, but the amount available vs the amount that the robots are trying to pickup. Ah, then this was my misunderstanding. Still, I am not sure whether this solves the Use Case that it was developed for. @Loewchen: Move this to feature req...
- Tue Apr 18, 2017 12:34 am
- Forum: Not a bug
- Topic: Negative Amount in Logistics Network
- Replies: 13
- Views: 6146
Re: Negative Amount in Logistics Network
I don't understand the reference to "internal mechanics". The whole game consists of internal mechanics exposed to the user -- and to me, this specific mechanic does seem to expose unexpected and probably unintended behaviour -- in the latter case, a bug. As far as I understand, the use ca...
- Mon Apr 17, 2017 9:02 pm
- Forum: Not a bug
- Topic: Negative Amount in Logistics Network
- Replies: 13
- Views: 6146
Negative Amount in Logistics Network
The negative amounts described in https://wiki.factorio.com/Logistic_network#Negative_numbers do not seem to work reliably: Works: While there are 50 items requested, but only 20 available, the item count is -30. Fails: While there are 50 items requested, but none available, the item count is not pr...