Search found 97 matches

by Nosferatu
Sun Nov 22, 2020 2:07 pm
Forum: Gameplay Help
Topic: Logical requests delayed
Replies: 25
Views: 1119

Re: Logical requests delayed

I'm entirely prepared to accept that I'm going to run into hardware and software limitations. I think though that the issue I'm running into here is a software issue rather than a hardware issue, because it started being an issue before I even started dipping below 60 UPS (still get 60 UPS when not...
by Nosferatu
Sun Nov 22, 2020 11:21 am
Forum: Gameplay Help
Topic: dragon's teeth no longer working
Replies: 20
Views: 808

Re: dragon's teeth no longer working

A year ago they changed biters so they don't collide with each other when attacking. I thought that change made dragon's teeth ineffective. But that doesn't explain why they should ignore the turrets and attack the wall. Can you post a screenshot? See https://factorio.com/blog/post/fff-316 - Search ...
by Nosferatu
Sat Nov 21, 2020 7:49 am
Forum: Gameplay Help
Topic: trains getting stuck
Replies: 11
Views: 607

Re: trains getting stuck

Yes. After 5 - 6 minutes it should repath.
by Nosferatu
Fri Nov 20, 2020 11:12 am
Forum: Energy Production
Topic: Compact 4.8 GW Nuclear Reactor
Replies: 30
Views: 28352

Re: Compact 4.8 GW Nuclear Reactor

Oh! My reactors blueprint says V1.1 - the newest one is V1.4
I didn't update the control systems on my nuclear reactor :shock:

Nope. Don't change anything.
by Nosferatu
Fri Nov 20, 2020 10:08 am
Forum: Energy Production
Topic: Compact 4.8 GW Nuclear Reactor
Replies: 30
Views: 28352

Re: Compact 4.8 GW Nuclear Reactor

Clipboard04.png The one in the yellow brackets. And as you can see on the screenshot I changed it to C < 20 now. I think I will revisit this later. First: I will try to remove dependence on the logistic system working accurately. Instead I will try to control the inserters that feed the reactors di...
by Nosferatu
Wed Nov 18, 2020 6:50 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2464

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.

I still see no solution that has a chance to be used by the devs. The only one I could see happening would be to make combinators work without electricity at all. Sounds strange at first but belts move to without being powered and nobody cares... They could be redisigned to look like steam punk mach...
by Nosferatu
Tue Nov 17, 2020 8:10 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2464

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.

I guess I'm a little bit late but still I want to contribute my findings. After finishing my test setup to detect this I commanded my Lisp Wizard(TM) 4.8 GW Nuclear Reactor to shut down half of its reactors and waited what would happen. Shockingly the Blue Screen warning came not at 50% as boskid pr...
by Nosferatu
Tue Nov 17, 2020 7:59 pm
Forum: Energy Production
Topic: Bluescreen Detection & Electric Network Monitoring
Replies: 3
Views: 170

Re: Bluescreen Detection & Electric Network Monitoring

It detects when your combinators begin to stop responding - it's more a hanging than a crashing but I wanted to be dramatic
by Nosferatu
Tue Nov 17, 2020 7:26 pm
Forum: Energy Production
Topic: Bluescreen Detection & Electric Network Monitoring
Replies: 3
Views: 170

Bluescreen Detection & Electric Network Monitoring

Have you heard the shocking news? A deep brownout can freeze your precious combinator contraptions. Chaos could unfold inside your factory right now and you would not even notice :shock: :shock: :shock: But don't panic - just install Nos#Fi's Bluescreen Detection & Electric Network Monitoring system...
by Nosferatu
Sun Nov 15, 2020 9:27 am
Forum: Gameplay Help
Topic: Logical requests delayed
Replies: 25
Views: 1119

Re: Logical requests delayed

I don't know the root problem.
Probably to much logistic requests but I don't know the limits there - I'm a belt base guy.

But one suggestion: Do switch to active providers.

Passive providers are the last thing on the list when a robot chooses where to pick up stuff.
by Nosferatu
Sat Nov 14, 2020 6:41 pm
Forum: Energy Production
Topic: Compact 4.8 GW Nuclear Reactor
Replies: 30
Views: 28352

Re: Compact 4.8 GW Nuclear Reactor

Thanks. This reactor has powered my base for more than 200 hours now ;) However now that I'm running it at full capacity I noticed a glitch with the reactor feeding. Once in a while a reactor misses it's fuel intake. I monitored the combinator that calculates the numbers of reactors - it constantly ...
by Nosferatu
Fri Nov 13, 2020 9:40 pm
Forum: Ideas and Suggestions
Topic: New Train stop condition: Next stop not deactivated
Replies: 16
Views: 732

Re: New Train stop condition: Next stop not deactivated

As far as I remember a dev posted a workaround for this a while ago: Create one train stop which is not accessible and name it the same as the stations you want to protect from being skipped. When all stations of that name deactivate themselves this one will still be there. Trains in the stacker wi...
by Nosferatu
Fri Nov 13, 2020 8:49 am
Forum: Ideas and Suggestions
Topic: New Train stop condition: Next stop not deactivated
Replies: 16
Views: 732

Re: New Train stop condition: Next stop not deactivated

As far as I remember a dev posted a workaround for this a while ago: Create one train stop which is not accessible and name it the same as the stations you want to protect from being skipped. When all stations of that name deactivate themselves this one will still be there. Trains in the stacker wil...
by Nosferatu
Thu Nov 12, 2020 1:55 pm
Forum: Gameplay Help
Topic: Logical requests delayed
Replies: 25
Views: 1119

Re: Logical requests delayed

Can't check your safe at the moment but here is one clue: Buffer chests are the last thing on the priority list. They only get filled if your bots have nothing else to do Full info from https://wiki.factorio.com/Logistic_network A requested item is first looked up in active provider chests and in th...
by Nosferatu
Wed Nov 11, 2020 12:27 pm
Forum: Ideas and Suggestions
Topic: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power
Replies: 68
Views: 2013

Re: Powered logic devices (combinators, inserters, etc.) should behave consistently under low power

What I got out of this thread:
Not any brown out causes this.
Your power supply must fall below 50% of demand.

This should never happen with nuclear reactors. You have to rely heavily on solar and akku...

Solar farms don't need combinators.

So bottomline: nuclear for the win!
by Nosferatu
Tue Nov 10, 2020 7:17 am
Forum: Logistic Train Network
Topic: Avoiding train making loops in two-way rail system?
Replies: 4
Views: 249

Re: Avoiding train making loops in two-way rail system?

Ltn creates a temporary stop directly before the real stop.
Can you confirm by looking at the train schedule that the first stop you mentioned is that temp stop?

I can't see the rest of your train system but do you really need that track to be bidirectional?
by Nosferatu
Mon Nov 09, 2020 6:24 pm
Forum: Logistic Train Network
Topic: Requester Station only creates deliveries for 100 units
Replies: 2
Views: 112

Re: Requester Station only creates deliveries for 100 units

I never used that red x signal myself but doesn't mean that 39 slots in your wagon are not allowed to be used by Ltn?

That would leave one slot usable - that's 100 blue circuits...
by Nosferatu
Mon Nov 09, 2020 6:50 am
Forum: Gameplay Help
Topic: Train stop question
Replies: 10
Views: 993

Re: Train stop question

As said above. Trains try to avoid stops that are not on there shedule. You can add a station to the bypass to even that out but I would recommend to build your station on an additional bypass lane. Edit: BTW. The double normal signals in your bypass allows a train to enter your bypass from the righ...
by Nosferatu
Fri Nov 06, 2020 5:29 pm
Forum: Gameplay Help
Topic: Simple decider combinator problem
Replies: 5
Views: 548

Re: Simple decider combinator problem

I've double checked that the storage box, decider combinator, and inserter are all on same network. Same network? Sounds strange. Is the inserter wired to the combinators output side? Also: if you add a power pole between inserter and decider you can read what is sent on that network by hovering th...
by Nosferatu
Thu Nov 05, 2020 9:37 am
Forum: Gameplay Help
Topic: Centre train map on player
Replies: 4
Views: 463

Re: Centre train map on player

If there is none then this should be moved to ideas & suggestions.

Alternative: use this mod:
https://mods.factorio.com/mod/QoL-TempStations

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