Search found 7 matches

by lperkins2
Tue Feb 26, 2019 11:25 pm
Forum: Outdated/Not implemented
Topic: Dynamically link .so files
Replies: 2
Views: 2025

Dynamically link .so files

TL;DR
Move the statically linked libraries out of the executable and into a lib directory.


What ?
Currently, a number of libraries (libSDL et cetera) are statically linked into the game executable (on Linux), which makes it impossible to replace these libraries with the OS provided versions. I ...
by lperkins2
Sat Sep 02, 2017 4:42 am
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 297526

Re: Stations & other LTN based designs

Yeah, that all makes sense. I suppose the simple solution would be a timer that ensures all the inserters fire one at a time, sequentially. It would only need to kick into that mode once the train was mostly full. It would probably either need a fancy mod's combinator, or be painfully hard on the ...
by lperkins2
Fri Sep 01, 2017 9:15 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 297526

Re: Stations & other LTN based designs

I have similar station designs for loading/unloading which don't require the max combinator, but instead have two problems that are relatively minor in my setup: they occasionally load a few too *few* of an item if the arrangement of the supply isn't fully balanced across the input chests, which is ...
by lperkins2
Fri Sep 01, 2017 5:46 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 297526

Re: Stations & other LTN based designs

Simple. Start with all the chests full of copper ore (or at least 350ish in each). Ask for a delivery of a prime number of ore (1001 is what I did), or at least not a multiple of your stack inserter capacity. Watch as the train gets too much stuff, then fails to fully unload at the destination ...
by lperkins2
Fri Sep 01, 2017 7:51 am
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 297526

Functional Auto Loaders and Unloaders (blueprints)

So first off, I want to be clear that I love this mod. I don't think I could play Factorio any more without it. That said, the serious lack of decent blueprints to go with it is rather painful. I spent probably an hour trying to find a decent loader and unloader, and ideally a hybrid blueprint too ...
by lperkins2
Fri Mar 10, 2017 9:44 pm
Forum: Mods
Topic: [MOD 0.14.x] Evolution from Map Pollution
Replies: 1
Views: 1787

[MOD 0.14.x] Evolution from Map Pollution

Type: Mod
Name: Evolution from Map Pollution
Description: Makes the rate of evolution depend on the amount of pollution hanging over the map, rather than pollution production.
License: MIT
Version: 1.0.0
Release: 2017-03-10
Tested-With-Factorio-Version: 0.14.x
Category: Gameplay

Much of the code in ...

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