Search found 12 matches

by Kilandor
Sun Aug 18, 2019 7:44 am
Forum: Logistic Train Network
Topic: [0.17/0.18] LTN Combinator
Replies: 104
Views: 58515

Re: [0.17] LTN Combinator

Headless server 0.17.66 Mods 0.177 Loading mod settings WireShortcuts 0.3.172 (settings.lua) 0.177 Loading mod settings aai-industry 0.3.22 (settings.lua) 0.177 Loading mod settings aai-signal-transmission 0.1.7 (settings.lua) 0.177 Loading mod settings Automatic_Train_Painter 0.2.9 (settings.lua) 0...
by Kilandor
Fri Aug 03, 2018 9:12 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 82241

Re: Friday Facts #254 - No research queue for you

I understand that you feel the research queue takes something away. However I feel that is what options are for. It can be off by default and allow people to choose to use it or not. To be fair i've used the existing research queue mod for a long time and even if you don't add it back as an option I...
by Kilandor
Thu Jun 22, 2017 3:50 pm
Forum: Not a bug
Topic: [0.15.22] Gui sliders have decimal value, unexpected results
Replies: 2
Views: 1345

Re: [0.15.22] Gui sliders have decimal value, unexpected results

That is fine. I figured as much from a just random player's perspective the minor amount of variance in the values wont' matter.
by Kilandor
Thu Jun 22, 2017 3:26 pm
Forum: Not a bug
Topic: [0.15.22] Gui sliders have decimal value, unexpected results
Replies: 2
Views: 1345

[0.15.22] Gui sliders have decimal value, unexpected results

So after some effort I finally realized the time values in the config files such as map-settings.json are in ticks per second. I am going to use min_expansion_cooldown and max_expansion_cooldown for the examples. I will use the following command to display the values /c game.player.print(game.map_se...
by Kilandor
Wed May 17, 2017 11:45 pm
Forum: General discussion
Topic: Fire, Trees, Grenades
Replies: 21
Views: 7382

Re: Fire, Trees, Grenades

When me and a friend have been playing. I am usually in the tank he is on foot. He starts a forest fire and I just use my handy tank flame thrower to "put it out". Since you know it doesn't ignite trees
by Kilandor
Wed May 17, 2017 10:53 am
Forum: Resolved Problems and Bugs
Topic: [0.15.11] Disabled Train Stations - circuit network
Replies: 6
Views: 5199

Re: [0.15.11] Disabled Train Stations - circuit network

Ok so after downloading 15.10 again and testing i'm scraping what I had for my post I was working on the new video's show the issue very clearly. The trains are acting completely different at the station than in previous versions. The blue train is 15.10 and the red train is 15.11 15.10 - No Circuit...
by Kilandor
Wed May 17, 2017 9:40 am
Forum: Resolved Problems and Bugs
Topic: [0.15.11] Disabled Train Stations - circuit network
Replies: 6
Views: 5199

Re: [0.15.11] Disabled Train Stations - circuit network

Try adding a few rails behind the station to see the actual problem. The train isn't stopping there, it's simply hitting the end of the rail - and Factorio's automated trains aren't smart enough to reverse direction if a dualheaded train ends up on a dead end rail. System is working as designed - t...
by Kilandor
Wed May 17, 2017 7:42 am
Forum: Resolved Problems and Bugs
Topic: Game enters window mode after ALT TAB and pressing ENTER
Replies: 4
Views: 3536

Re: Game enters window mode after ALT TAB and pressing ENTER

It simply sounds as if for some reason the game thinks your alt key is still being held down. Alt+Enter is a standard shortcut for switching between fullscreen and windowed. Make sure your keyboard key isn't being stuck down for some reason. I realize that it is probably not the case though. A simpl...
by Kilandor
Wed May 17, 2017 7:20 am
Forum: Resolved Problems and Bugs
Topic: [0.15.11] Disabled Train Stations - circuit network
Replies: 6
Views: 5199

[0.15.11] Disabled Train Stations - circuit network

So I had setup a supply train a few days ago on 0.15.10 and everything was working fine. Today after updating to 0.15.11 the train now gets stuck. I am aware of the output signal and will be making a slight adjustment but....I am not honestly sure if this will be considered a bug or not. The way it ...
by Kilandor
Thu May 04, 2017 3:18 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.4][Twinsen] Read train contents sends 0 briefly?
Replies: 36
Views: 37172

Re: [0.15.4][Twinsen] Read train contents sends 0 briefly?

This is not a bug due to the way how circuit networks work(every signal takes 1 tick to propagate). But this is a very common use case and people expect it to work. I'm still thinking of the best solution. 1. Delaying the inserter loading. This would require some significant code changes and some p...
by Kilandor
Thu May 04, 2017 3:03 am
Forum: Resolved Problems and Bugs
Topic: [0.15.4][Twinsen] Read train contents sends 0 briefly?
Replies: 36
Views: 37172

Re: [0.15.6] Train station reporting train contents with delay

Here is a gif of the issue. I ran into it today and started to report it. Its the same issue just slightly reversed 1. Send train contents of network to an inserter. 2. Check if item has less than X amount. The cargo wagon opens and the inserter sees has a spot to insert into before the contents of ...
by Kilandor
Tue May 02, 2017 6:51 pm
Forum: Resolved Problems and Bugs
Topic: [15.3] Difficult to loot corpse when died on Ore
Replies: 8
Views: 5473

Re: [15.3] Difficult to loot corpse when died on Ore

Here is a screenshot of the issue on railroads

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