Search found 350 matches

by torne
Wed Jan 29, 2025 6:56 pm
Forum: Gameplay Help
Topic: need help for a Mega Mall feature.
Replies: 6
Views: 147

Re: need help for a Mega Mall feature.

Ah yes, if you have the same limit for all items then Muche's method of outputting an RGB color value per-item using "each" and then having the lamp pick up its color from the appropriate item signal works. I haven't used this since it was added so forgot it existed now.

You can make this work for ...
by torne
Wed Jan 29, 2025 6:48 pm
Forum: Ideas and Suggestions
Topic: Logistic requests - "inf" behaves as "none" rather than infinity
Replies: 9
Views: 480

Re: Logistic requests - "inf" behaves as "none" rather than infinity

Ah, you are correct, sorry! I had never noticed that case before, and I must have tested it wrong.

So, yeah, "trash unrequested" does handle requested items with no autotrash threshold differently than requested items with a specific autotrash threshold, and thus the two thresholds are not handled ...
by torne
Wed Jan 29, 2025 6:17 pm
Forum: Gameplay Help
Topic: need help for a Mega Mall feature.
Replies: 6
Views: 147

Re: need help for a Mega Mall feature.

The simplest thing you can do to reduce it to just *one* combinator each is to have a single constant combinator outputting "green=1", connected to all of the lamps (using whichever color of wire you aren't using to connect each lamp to its decider), and then only have the decider that outputs red ...
by torne
Wed Jan 22, 2025 1:16 am
Forum: Ideas and Suggestions
Topic: Logistic requests - "inf" behaves as "none" rather than infinity
Replies: 9
Views: 480

Re: Logistic requests - "inf" behaves as "none" rather than infinity


Just came across this issue. I quickly added some requests for boilers as "from 0 to inf" with goal of refactoring my power plant. I wanted to prohibit robots from immediately taking away picked up machines. Well, it didn't work. I had to manually set the maximum limit to some arbitrary finite ...
by torne
Fri Jan 17, 2025 9:16 pm
Forum: Modding help
Topic: Selector combinator option
Replies: 2
Views: 115

Re: Selector combinator option

No, it is not possible to change the behavior of combinators in mods.

What you can do:
- define custom entities that look like combinators but process their inputs/outputs with lua, but this can cause performance issues as the code has to run every tick
- define custom entities that actually create ...
by torne
Thu Jan 16, 2025 10:44 pm
Forum: Gameplay Help
Topic: Modules are disappearing when they're supposed to be dropped to Fulgora planet
Replies: 4
Views: 298

Re: Modules are disappearing when they're supposed to be dropped to Fulgora planet


Well, the modules eventually got filled. I am still not sure what happened. The game acted like I had dozens and dozens of Speed1 requests. But I was delivering loads of 50, 100 modules across multiple trips and they just kept "disappearing" into thin air. There's NO way I had that many requests ...
by torne
Tue Jan 14, 2025 9:31 pm
Forum: Ideas and Requests For Mods
Topic: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.
Replies: 8
Views: 702

Re: I am looking for a way/mod to allow loading buildings with an item cap to their maximum.


You can see in the various modding descriptions - like the link you posted - that the information is there. It has a name! You can see the value in the game! But why can't I change it? Where does it get this information from? Why 5? Why 10? Why this complicated bs: "The number of science packs ...
by torne
Sat Dec 28, 2024 4:09 pm
Forum: Not a bug
Topic: [2.0.28] Burner inserters stuck without fuel
Replies: 3
Views: 198

Re: [2.0.28] Burner inserters stuck without fuel

Burner inserters are too slow for blue belts unless the items are backed up so they aren't moving most of the time. They use up all their energy chasing after items that they don't manage to catch up to before they move onto the next belt tile.

Regular speed electric inserters are also too slow for ...
by torne
Tue Aug 13, 2024 5:49 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 439
Views: 240527

Re: Multithreading shower thoughts


Anyway... first I got a question: if you play multiplayer, does every player needs to compute the entire game, or is sufficient to have a super beefy host to do all the computations and the other players can be "thin clients" who just get the results and need to compute only graphics.

Every ...
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: 885

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 remove ...
by torne
Wed Sep 20, 2023 6:19 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 225463

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 ...
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: 1861

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: 27154

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 N items are ...
by torne
Wed Jan 18, 2023 10:47 pm
Forum: Modding interface requests
Topic: a filter on roboport robot type
Replies: 3
Views: 1284

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 ...
by torne
Sun Dec 18, 2022 4:44 pm
Forum: Gameplay Help
Topic: Power output on Nuclear reactors not decreasing
Replies: 8
Views: 1945

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 ...
by torne
Thu Dec 08, 2022 9:41 pm
Forum: Logistic Train Network
Topic: No train found in network 0x02
Replies: 3
Views: 1204

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: 1204

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: 2272

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: 2842

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: 11376

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.

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