Search found 341 matches

by torne
Wed Jan 24, 2024 10:05 pm
Forum: Logistic Train Network
Topic: When the train arrives at the unloading station and begins to unload, there is no corresponding type of cargo signal.
Replies: 2
Views: 174

Re: When the train arrives at the unloading station and begins to unload, there is no corresponding type of cargo signal

The LTN output is telling you what is supposed to be on the train, so that you can compare it to what is actually on the train ("Read train contents" on the train stop itself, as in vanilla). So, when unloading, the output will be nothing: the train is supposed to be empty, so you should r...
by torne
Wed Sep 20, 2023 6:19 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 796
Views: 115206

Re: Friday Facts #375 - Quality

These items are made many times, and I am willing to bet that if you input 100% legendary items into a machine with 4x Q3 modules, the chances of a legendary Power Armor MK2 would be 100% (The missing line in the picture) Do you think this is the case? The original post stated "an important pa...
by torne
Tue Mar 28, 2023 8:40 pm
Forum: Logistic Train Network
Topic: Same netID, two depots: Will it favor the nearest?
Replies: 7
Views: 1148

Re: Same netID, two depots: Will it favor the nearest?

If you aren't going to have enough room at every depot to hold every train in the entire network then you may eventually get a traffic jam if you get unlucky and don't take any steps to prevent it. As Nosferatu mentioned, this is just the vanilla train pathfinding: as far as I know LTN doesn't use a...
by torne
Mon Mar 20, 2023 6:28 pm
Forum: Logistic Train Network
Topic: Threshold and Stack Threshold
Replies: 58
Views: 20561

Re: Threshold and Stack Threshold

A request threshold of N means "do not do any deliveries to this station until at least N items are being requested" - or to put it another way, ignore negative signals if they are not below -N. A provide threshold of N means "do not do any deliveries from this station until at least ...
by torne
Wed Jan 18, 2023 10:47 pm
Forum: Modding interface requests
Topic: a filter on roboport robot type
Replies: 3
Views: 808

Re: a filter on roboport robot type

Use a filter inserter to remove logistics bots (all logistics bots) from any roboport you want reserved for construction bots. Have the filter inserter place the unwanted logistics bots into an active provider chest. Then more logistics bots will take flight to carry the excess ones back to the sto...
by torne
Sun Dec 18, 2022 4:44 pm
Forum: Gameplay Help
Topic: Power output on Nuclear reactors not decreasing
Replies: 8
Views: 1143

Re: Power output on Nuclear reactors not decreasing

The turbines only consume as much steam as they need to satisfy the current power demand. Heat exchangers only consume as much heat as they need to fill up their output with steam. This will always scale moment to moment according to your factory's current consumption; steam and heat are never waste...
by torne
Thu Dec 08, 2022 9:41 pm
Forum: Logistic Train Network
Topic: No train found in network 0x02
Replies: 3
Views: 700

Re: No train found in network 0x02

Glad it helped. As a software engineer a big part of my job is going back to figure out what new thing I broke in the process of trying to fix the problem I started with :)
by torne
Thu Dec 08, 2022 9:16 pm
Forum: Logistic Train Network
Topic: No train found in network 0x02
Replies: 3
Views: 700

Re: No train found in network 0x02

Looks like you have the min/max train length set to 1 from the screenshot.. the trains waiting at the depot are all length 2. A train length of 1 is not useful as it wouldn't include any cargo wagons.
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: 1738

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: 1872

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: 8586

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: 8586

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: 8586

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: 1313

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: 5482

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: 4456

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: 4456

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: 8586

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: 1795

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: 9
Views: 2020

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 ...

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