Search found 16 matches

by Xerkus
Sat Feb 06, 2021 3:58 am
Forum: Logistic Train Network
Topic: Feature Request: Special case for factorio 1.1 train limit
Replies: 3
Views: 1684

Re: Feature Request: Special case for factorio 1.1 train limit

Noticed interesting use of the temporary stop. With train limit those temporary stops can have dangerous effect. Say, I have station with limit set to 1. Some train is en-route to that station, so limit is consumed. At the same time LTN dispatches train which travels to the temporary stop right in f...
by Xerkus
Sat Feb 06, 2021 2:31 am
Forum: Logistic Train Network
Topic: Feature Request: Special case for factorio 1.1 train limit
Replies: 3
Views: 1684

Feature Request: Special case for factorio 1.1 train limit

Currently LTN does not use train limits introduced in 1.1 and it should not as they generally serve different role. However, I would like to request a special case for the train limit set to 0: When train limit for the station is set 0, make LTN ignore station for the purposes of generating new deli...
by Xerkus
Sun Mar 10, 2019 4:59 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 155848

Re: [MOD 0.16] Miniloader

Hi!
I noticed minor inconsistency in tech tree in 0.17: Fast miniloader tech should depend on "Stack inserter" tech as item itself requires them to be built.
by Xerkus
Fri Mar 02, 2018 8:42 am
Forum: Ideas and Suggestions
Topic: Refined concrete coloring on the map
Replies: 0
Views: 758

Refined concrete coloring on the map

TL;DR Make refined concrete stand out on the map with different shade of gray. What ? Refined concrete is a great addition to make walkways throughout the (mega-)base. But currently it is not distinguished from regular concrete on map. It would be nice to make regular concrete darker gray, so it wi...
by Xerkus
Fri Mar 02, 2018 7:42 am
Forum: Ideas and Suggestions
Topic: Allow for annotating blueprints with same icons as the map g
Replies: 1
Views: 1027

Re: Allow for annotating blueprints with same icons as the map g

I like this idea.

In complex blueprints I use constant combinator with signals configured to show what is expected at input/output points. It takes a bit of extra effort to remove them on blueprint placement. A bit annoying
by Xerkus
Fri Mar 02, 2018 2:43 am
Forum: Balancing
Topic: [0.16.1] Artillery shells stack size = 1
Replies: 27
Views: 14635

Re: [0.16.1] Artillery shells stack size = 1

Fun fact: cargo wagon can hold materials for 200 artillery shells. 4(x200) stacks of cannon shells, 4(x50) stacks of radars, 32(x50) stacks of explosives. total 40 slots. So, make a blueprint of two assembling machines( and enough solar panels/batteries for it) touching cargo wagon and artillery wag...
by Xerkus
Wed Feb 28, 2018 7:43 am
Forum: Angels Mods
Topic: Angel's Infinite Ores mapgen issue...?
Replies: 1
Views: 1215

Re: Angel's Infinite Ores mapgen issue...?

plopping a burner-miner down onto one of those patches yields consistent zero-return There seems to be some kind of an issue with yield based ores in 0.16 None of the infinite patches produce any output in my game. I have RSO and angel infinite ores, nothing else that affects oregen or mining. Upd:...
by Xerkus
Sun Jan 28, 2018 12:52 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 298110

Re: [MOD 0.15] SmartTrains 2.0.5

Refueling seems to be broken in 0.16.20. Refuel checkbox in train settings is not remembered and resets to unchecked on closing train ui.
Refueling setting for trainline does work.
by Xerkus
Sat Jan 27, 2018 6:32 pm
Forum: Won't fix.
Topic: [16.20] Curved rail mask is a bit off
Replies: 1
Views: 987

[16.20] Curved rail mask is a bit off

Mask for the curved rail is a bit off and allows to build other things on tracks in three positions, as shown on screenshot by lamps.
Image

Same for their mirrored counterparts.
by Xerkus
Tue Jan 16, 2018 5:04 am
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 13140

Re: [0.15, 0.16] Nuclear Locomotives

Nuclear fuel has 0.985 GJ per uranium-235 (rest is from rocket fuel) and requires expensive kovarex enrichment research Uranium fuel cell has ~11GJ per uranium-235 (if we enriched u-238 used in recipe). It is actually too OP as a train fuel. I think nuclear locomotive research needs to be much more ...
by Xerkus
Sun Dec 17, 2017 12:38 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 13140

Re: [0.15, 0.16] Nuclear Locomotives

in 0.16 there is new burnable fuel: nuclear fuel, stack size 1, 1.21 Gj, gives 250% acceleration to vehicles Regular locomotive is much faster due to acceleration rate (tested with 6 cargo wagons) and insignificant max speed difference. Nuclear locomotive barely wins only on very long distances and ...
by Xerkus
Sat Dec 16, 2017 9:37 pm
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 13140

Re: [0.15] Nuclear Locomotives

GotLag wrote:I didn't realise 0.16 was out, will update soon.
Cool, thanks!
by Xerkus
Fri Dec 15, 2017 10:14 am
Forum: Mods
Topic: [0.15, 0.16] Nuclear Locomotives
Replies: 36
Views: 13140

Re: [0.15] Nuclear Locomotives

Should we expect an update for 0.16?
by Xerkus
Fri Dec 15, 2017 9:34 am
Forum: Ideas and Suggestions
Topic: 0.16 Allow logistic Buffer chests to supply Requester chests
Replies: 14
Views: 6507

Re: 0.16 Allow logistic Buffer chests to supply Requester chests

Buffers to refill my inventory are useful but they never were a real problem, nuisance at best. Here are use cases that caused me to be hyped about buffer chests: Intermediate product that is also occasionally used elsewhere and excess of which you want to pull back from the rest of the base: https:...
by Xerkus
Sun Oct 23, 2016 8:57 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314218

Re: [MOD 0.13.17] Rampant - 0.14.4

Damn they are good! Slipping through small unprotected gaps between turrets. One problem now, unprotected belts and rails are no longer viable >.> Biters chew on them when they are probing defenses. I never built as many gun turrets in all of my previous games, combined. I like.
by Xerkus
Sat Oct 22, 2016 10:13 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 314218

Re: [MOD 0.13.17] Rampant - 0.14.4

I came here looking for a mod that will make attacks happen even without pollution, among other things. Dunno if it is too late for the suggestion seeing how you removed base/defense proximity attack triggers in current mod version, according to changelog. It would be nice to have those extra trigge...

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