Search found 333 matches
- Fri Feb 25, 2022 5:12 pm
- Forum: General discussion
- Topic: Web says "Password breached", how does it know, technically?
- Replies: 3
- Views: 631
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.
- Thu Jan 20, 2022 8:59 pm
- Forum: Gameplay Help
- Topic: General Purpose Train Lines for a Megabase
- Replies: 4
- Views: 496
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 ...
- 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: 3101
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.
- 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: 3101
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...
- 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: 3101
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 ...
- Wed Oct 06, 2021 8:53 pm
- Forum: General discussion
- Topic: Some things I miss
- Replies: 2
- Views: 496
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...
- Wed Oct 06, 2021 7:40 pm
- Forum: General discussion
- Topic: The numbers on fluids
- Replies: 15
- Views: 2765
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...
- 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: 1421
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 ...
- 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: 1421
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...
- 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: 3101
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.
- 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: 597
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
- Thu Sep 23, 2021 6:53 pm
- Forum: Logistic Train Network
- Topic: changing config params
- Replies: 2
- Views: 357
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 ...
- Wed Sep 22, 2021 1:24 pm
- Forum: Modding help
- Topic: Custom ArithmeticCombinator
- Replies: 4
- Views: 563
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...
- Wed Sep 22, 2021 1:31 am
- Forum: Gameplay Help
- Topic: Are production ratios changed by modules and why?
- Replies: 8
- Views: 963
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...
- Thu Sep 16, 2021 7:42 pm
- Forum: Logistic Train Network
- Topic: Encoded Network ID, how does it work?
- Replies: 62
- Views: 24163
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...
- Tue Sep 14, 2021 8:33 pm
- Forum: Ideas and Suggestions
- Topic: Can we please make constructions bots avoid fire?
- Replies: 67
- Views: 5483
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...
- Thu Aug 26, 2021 9:51 pm
- Forum: Gameplay Help
- Topic: Logistic Network
- Replies: 12
- Views: 1422
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 ...
- Wed Aug 25, 2021 6:50 pm
- Forum: Gameplay Help
- Topic: Logistic Network
- Replies: 12
- Views: 1422
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...
- Wed Aug 25, 2021 6:46 pm
- Forum: Logistic Train Network
- Topic: Depots for specific resources
- Replies: 10
- Views: 1214
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...
- Sat Aug 21, 2021 1:26 pm
- Forum: Logistic Train Network
- Topic: Dispatching from disconnected train network
- Replies: 5
- Views: 595
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.