Search found 333 matches

by torne
Fri Feb 25, 2022 5:12 pm
Forum: General discussion
Topic: Web says "Password breached", how does it know, technically?
Replies: 3
Views: 982

Re: Web says "Password breached", how does it know, technically?

It knows your password in plain text *while you are logging in*, because you just typed it into a form and submitted it, so it can check at that time without the stored password being reversible.
by torne
Thu Jan 20, 2022 8:59 pm
Forum: Gameplay Help
Topic: General Purpose Train Lines for a Megabase
Replies: 4
Views: 919

Re: General Purpose Train Lines for a Megabase

Generally if people want a system where the same trains serve multiple different types of delivery between different stations they use the LTN mod, which provides exactly this: a system for dispatching a pool of trains to fulfil matches between stations that provide and request items. It's possible ...
by torne
Fri Oct 08, 2021 12:10 am
Forum: Gameplay Help
Topic: How to use the train limit with double headed trains/stations
Replies: 36
Views: 4721

Re: How to use the train limit with double headed trains/stations

Yes, it might still take one tick for the disabling to take effect if that's how the engine works and if so then there's no way to entirely prevent that just by disabling the stations on demand like this, but this setup if it works should be the shortest possible delay.
by torne
Thu Oct 07, 2021 9:36 pm
Forum: Gameplay Help
Topic: How to use the train limit with double headed trains/stations
Replies: 36
Views: 4721

Re: How to use the train limit with double headed trains/stations

Yes, but I can see any way to implement that without adding a combinator, which adds a delay making trains stutter. Each time the train moves 1 tick forward. If it keeps happening to the same train over and over, e.g. it's the only one that targets the bottom station, eventually the train will stut...
by torne
Thu Oct 07, 2021 12:22 pm
Forum: Gameplay Help
Topic: How to use the train limit with double headed trains/stations
Replies: 36
Views: 4721

Re: How to use the train limit with double headed trains/stations

Leave one station enabled all the time and just disable the other one if the first station has a train count >0. That way even if they both path there on the same tick only one of them will get its path cancelled and the other one will make it, then free the station up again once it leaves. Then a ...
by torne
Wed Oct 06, 2021 8:53 pm
Forum: General discussion
Topic: Some things I miss
Replies: 2
Views: 773

Re: Some things I miss

You can still reorder train stops in the list; see the animation on https://factorio.com/blog/post/fff-279 for how this works in the new UI. You need to grab the decorated part of the bar with the train stop name and drag it. I'm not aware of being able to copy/paste from train stops to schedules ev...
by torne
Wed Oct 06, 2021 7:40 pm
Forum: General discussion
Topic: The numbers on fluids
Replies: 15
Views: 3605

Re: The numbers on fluids

There is something strange going on with pumps. If you have a pipe and three pumps feeding three fluid cars, I think only one pump at a time will turn on. Also if you have multiple pumps feeding one fluid car it will once again only work one pump at a time. I couldn't speed up the filling of my flu...
by torne
Wed Oct 06, 2021 7:32 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 2167

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

Interesting, I admit I didn't try that outside of train context as it wasn't relevant to my problem here. I did try that with trains (and many other combinations). Anyways, that doesn't work. Eg: train.png Train still doesn't move until I delete the circuit condition. (Again, no wires connected to ...
by torne
Wed Oct 06, 2021 4:21 pm
Forum: Gameplay Help
Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Replies: 19
Views: 2167

Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1

!= 0 is the condition for "signal present". The signal being present and having a nonzero value are the same thing in Factorio circuit logic. If you want to be able to inhibit a train from leaving a stop until it gets a signal but have the train be allowed to leave if the station isn't hoo...
by torne
Wed Oct 06, 2021 1:37 am
Forum: Gameplay Help
Topic: How to use the train limit with double headed trains/stations
Replies: 36
Views: 4721

Re: How to use the train limit with double headed trains/stations

Leave one station enabled all the time and just disable the other one if the first station has a train count >0. That way even if they both path there on the same tick only one of them will get its path cancelled and the other one will make it, then free the station up again once it leaves.
by torne
Tue Oct 05, 2021 10:57 pm
Forum: Ideas and Requests For Mods
Topic: [Plea] Can some creator make simple Nuclear Power mod
Replies: 5
Views: 1003

Re: [Plea] Can some creator make simple Nuclear Power mod

If you do find that nuclear affects your UPS there are a number of existing mods that rescale the numbers in nuclear power or just package up the whole thing into one entity; e.g. see https://mods.factorio.com/query/Nuclear ... ersion=1.1
by torne
Thu Sep 23, 2021 6:53 pm
Forum: Logistic Train Network
Topic: changing config params
Replies: 2
Views: 592

Re: changing config params

I see there are some Startup, Map and Per player config settings. From what I have tried, you can't change any of the Map config settings once you have already created your map. Since I added LTN a long time after the map, I never got a chance to change them. It sounds like you're trying to change ...
by torne
Wed Sep 22, 2021 1:24 pm
Forum: Modding help
Topic: Custom ArithmeticCombinator
Replies: 4
Views: 897

Re: Custom ArithmeticCombinator

I don't think you can set the output if you're using the arithmetic combinator as the prototype. That already has a behaviour associated with it: it does arithmetic, according to the settings in its control behaviour. If you want to output signals of your choice you would need to use a constant comb...
by torne
Wed Sep 22, 2021 1:31 am
Forum: Gameplay Help
Topic: Are production ratios changed by modules and why?
Replies: 8
Views: 1365

Re: Are production ratios changed by modules and why?

Productivity modules change ratios even if you have the exact same modules. Say you have a 1:1 ratio where machine A is feeding machine B. If you add 10% speed to both nothing changes as they still take the same relative time to craft, but if you add 10% productivity to both then now machine A outpu...
by torne
Thu Sep 16, 2021 7:42 pm
Forum: Logistic Train Network
Topic: Encoded Network ID, how does it work?
Replies: 62
Views: 29359

Re: Get stucked with basic LTN ID problem [solved]

Is there any way to ONLY prevent the circular-feedback activity at this location, but to leave all other behavior intact? I.e., a city-block with a reduced-priority LTN-requestor intake trainstop, that can generally receive LTN-routed shipments of materials from any valid provider elsewhere; AND an...
by torne
Tue Sep 14, 2021 8:33 pm
Forum: Ideas and Suggestions
Topic: Can we please make constructions bots avoid fire?
Replies: 67
Views: 7929

Re: Can we please make constructions bots avoid fire?

Health check doesn't exist every tick, it only gets used if the robot is damaged or repaired somehow, and those are reactive events - they only happen if something triggers it, or it happens to be on screen to draw the health bar, so the vast majority of the time a robot is out it's health is never...
by torne
Thu Aug 26, 2021 9:51 pm
Forum: Gameplay Help
Topic: Logistic Network
Replies: 12
Views: 2047

Re: Logistic Network

Ok, thank you for the help. If i will delete all red and green wires, i will also have all the Content in the logistic network? I think about it like Wireless Lan and Wired Lan :) The circuit network and logistics network are entirely separate; roboports connect to each other wirelessly as long as ...
by torne
Wed Aug 25, 2021 6:50 pm
Forum: Gameplay Help
Topic: Logistic Network
Replies: 12
Views: 2047

Re: Logistic Network

The roboport just outputs the contents of the entire logistics network to the circuit network: everything stored in any reachable red/yellow/purple/green chest. There is no distinction between the red and green wires here, just like every other building: the signal it's outputting is output onto *an...
by torne
Wed Aug 25, 2021 6:46 pm
Forum: Logistic Train Network
Topic: Depots for specific resources
Replies: 10
Views: 1771

Re: Depots for specific resources

OP might want to just look at Train Supply Manager rather than (or in addition to) LTN. The basic use case for TSM is exactly what they described: fill up a bunch of trains with bulk outputs that then wait at a "depot" until they're needed by a requester station. LTN is designed around tra...
by torne
Sat Aug 21, 2021 1:26 pm
Forum: Logistic Train Network
Topic: Dispatching from disconnected train network
Replies: 5
Views: 913

Re: Dispatching from disconnected train network

It doesn't check this at all. If you want to have separate disconnected networks then you need to set the network IDs on all the stops so that they are considered different networks by LTN.

Go to advanced search