Search found 7 matches
- Tue Feb 26, 2019 11:25 pm
- Forum: Outdated/Not implemented
- Topic: Dynamically link .so files
- Replies: 2
- Views: 1795
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 woul...
- Sat Sep 02, 2017 4:42 am
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 279572
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 CPU.
- Fri Sep 01, 2017 9:15 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 279572
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...
- Fri Sep 01, 2017 5:46 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 279572
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 becau...
- Fri Sep 01, 2017 7:51 am
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 279572
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. ...
- Fri Mar 10, 2017 9:45 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Evolution from Map Pollution
- Replies: 1
- Views: 1634
Re: [MOD 0.14.x] Evolution from Map Pollution
Download-Url: http://alestan.publicvm.com/zip/efmp_1.0.0.zip
Pollution Control's home is here.
https://mods.factorio.com/mods/feengi/Pollution_Control
Pollution Control's home is here.
https://mods.factorio.com/mods/feengi/Pollution_Control
- Fri Mar 10, 2017 9:44 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Evolution from Map Pollution
- Replies: 1
- Views: 1634
[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 ...