Search found 26 matches

by Laogeodritt
Mon Jun 15, 2020 1:01 am
Forum: Ideas and Suggestions
Topic: Custom constant value output for combinators
Replies: 9
Views: 1330

Re: Custom constant value output for combinators

Basically, Factorio needs a Computercraft (minecraft mod) equivalent. Maybe like creating a custom script and injecting it into a combinator. I have like zero time to mod, but if I ever get the time, I'm tempted to make an FPGA/Digital Logic mod that allows cleaner digital electronics engineering-s...
by Laogeodritt
Wed Jun 10, 2020 11:04 pm
Forum: Ideas and Suggestions
Topic: Make logistic requests draggable to a new position
Replies: 4
Views: 357

Re: Make logistic requests draggable to a new position

Perhaps this suggestion could be more generically titled: "Allow logistic requests to be moved to a new position," to get around the X-Y problem. Specifically, if this limitation in the widget toolkit still exists: Not sure if this applies : https://forums.factorio.com/viewtopic.php?p=4527...
by Laogeodritt
Wed Jun 10, 2020 10:43 pm
Forum: Gameplay Help
Topic: Changing rotation direction with ghost rail planner?
Replies: 3
Views: 273

Re: Changing rotation direction with ghost rail planner?

All right, at least it's not just me being silly. Thanks!
by Laogeodritt
Wed Jun 10, 2020 10:36 pm
Forum: Gameplay Help
Topic: Changing rotation direction with ghost rail planner?
Replies: 3
Views: 273

Changing rotation direction with ghost rail planner?

Hi all! I've had a minor QoL annoyance since, I think, 0.18.0 and I'm wondering whether this is an actual control oversight or if I'm just missing something in the changed controls. Normally, with most objects, you can choose the direction of rotation by pressing R or Shift+R. In prior versions, I w...
by Laogeodritt
Sat Mar 10, 2018 8:07 pm
Forum: Ideas and Suggestions
Topic: Blueprints - non-title field for added text info/comments
Replies: 0
Views: 235

Blueprints - non-title field for added text info/comments

Currently, the only arbitrary text you can include in a blueprint is in the title. This isn't a good place for even one sentence, since it doesn't wrap and ends up cluttering/breaking blueprint UIs (in the tooltip, when using a blueprint book, etc.). For those of us who work on more complex or techn...
by Laogeodritt
Sat Mar 10, 2018 7:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.28] Wide blueprint tooltips flash on/off
Replies: 1
Views: 1374

[0.16.28] Wide blueprint tooltips flash on/off

With a blueprint preview/tooltip that is wide enough to overlap where the cursor is, the tooltip will tend to flash on and off very quickly (possibly cycling every frame, did not measure this), probably due to the cursor position over top the preview when it appears. Refer to the screenshot below. I...
by Laogeodritt
Mon Jul 31, 2017 10:48 pm
Forum: Energy Production
Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
Replies: 146
Views: 68004

Re: Do we need steam tanks?

The problem is what you already stated. While nuclear reactors heat up at a constant rate, the heat has to reach the heat exchangers and this is quite slow. So you cant run them on-demand very well. If you store some of the power in steam you have a good buffer until the rector is running at full p...
by Laogeodritt
Mon Jul 10, 2017 6:36 pm
Forum: Energy Production
Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
Replies: 146
Views: 68004

Re: The perfect OCD compliant nuclear power plant! --- Now v2.4!

there is a problem with the code for the first Reactor setup. Try the full blueprint book (2/4/8-reactor blueprints), which includes that one - it's a link to a pastebin in the original post. If not, here's my export of the 8-reactor blueprint only, exported from version 0.15.28—see if this works? ...
by Laogeodritt
Wed Jul 05, 2017 5:55 am
Forum: Gameplay Help
Topic: Late-game (anti-behemoth) defense for outposts + rail lines?
Replies: 7
Views: 9679

Re: Late-game (anti-behemoth) defense for outposts + rail lines?

Thanks, all! Good few sets of ideas I'll have to play around with. Add some Flamethrower turrets. All you need is Underground Pipes and the Turrets. If you hook them up to Crude Oil, you have a Pipeline to the refinery at the same time. And Fire Damage really helps, Biters are really vulnerable agai...
by Laogeodritt
Sat Jul 01, 2017 8:20 pm
Forum: Gameplay Help
Topic: Late-game (anti-behemoth) defense for outposts + rail lines?
Replies: 7
Views: 9679

Late-game (anti-behemoth) defense for outposts + rail lines?

Hi all! I'm playing a multiplayer rail world and starting to expand out very far into 100M+ ore patches. These outposts are close to a lot of big enemy bases, and we've noticed our standard defensive pods (below, with walls in between for defense—we also use this to turret creep) aren't holding up w...
by Laogeodritt
Sat Jul 01, 2017 7:12 pm
Forum: Releases
Topic: Version 0.15.26
Replies: 17
Views: 12098

Re: Version 0.15.26

After this update I can no longer put blueprints into a book on my server. I get disconnected when I try to put them into a book. Completely stock game. This has already been fixed for the next release . For now, you can shift+click blueprints into a book (unfortunately won't allow you to reorder t...
by Laogeodritt
Sat Jul 01, 2017 10:06 am
Forum: Duplicates
Topic: Blueprints causing crashes
Replies: 4
Views: 826

Re: Blueprints causing crashes

... it occurs to me I didn't post logs in my last message. Please find them attached. For the server, since it's been running for a while, I've snipped out irrelevant log lines (left only the startup stuff and the point where the bug occurs). Full session client log attached, happens 3 or 4 times - ...
by Laogeodritt
Sat Jul 01, 2017 6:39 am
Forum: Resolved Problems and Bugs
Topic: [0.15.25] Dsync Vanilla
Replies: 3
Views: 499

Re: [0.15.25] Dsync Vanilla

Does it still happen in 0.15.26?

A bug was fixed that, in 0.15.25, caused desync for several of my server's users when they took action that changed the world (placing or removing items, etc.), among other things.
by Laogeodritt
Sat Jul 01, 2017 4:42 am
Forum: Duplicates
Topic: Blueprints causing crashes
Replies: 4
Views: 826

Re: Blueprints causing crashes

I am experiencing the same issue as described in the first post, under these circumstances: Linux headless 0.15.26 server, Windows client, with both one of my previous Blueprint books and a brand new Blueprint book.

If devs need any further information to reproduce, I can try and provide it.
by Laogeodritt
Fri Jun 30, 2017 8:09 pm
Forum: Releases
Topic: Version 0.15.26
Replies: 17
Views: 12098

Re: Version 0.15.26

There also seem to have been these desync bugs that were fixed in 0.15.26. I wanted to mention it explicitly, since it doesn't seem to be in the notes but half our server's members have been waiting for 0.15.26 to see if it would fix the desync problems. (Yeah, we updated to 0.15.25 a bit hastily.)
by Laogeodritt
Fri Jun 30, 2017 5:39 pm
Forum: Releases
Topic: Version 0.15.25
Replies: 13
Views: 11208

Re: Version 0.15.25

Arone wrote:The headless server page hasn't been updated. Any plans to update that?
It was on the site yesterday - it's possible they took it down due to some users experiencing severe desync issues. (My server is unplayable for two of our four players.)

They're currently deploying 0.15.26 though.
by Laogeodritt
Tue Jun 27, 2017 3:16 am
Forum: General discussion
Topic: Backup power toggle help
Replies: 10
Views: 3937

Re: Backup power toggle help

Combinators behave erratically during a brownout. Their output stays enabled in the last-known state, and they will not update their state until they are fully powered. This leads to problems in creating brownout protection apparatus because the combinators intended to shed load or connect addition...
by Laogeodritt
Tue Jun 27, 2017 1:00 am
Forum: General discussion
Topic: Backup power toggle help
Replies: 10
Views: 3937

Re: Backup power toggle help

Terminology: what you're looking for is a system with "hysteresis". Basically, below 25% it turns on, above 80% it turns off—that means that between 25% and 80% it just keeps whatever state (on/off) it had before. Classic hysteresis scenario. You'd want to use an SR latch, as Selvek said, ...
by Laogeodritt
Mon Jun 26, 2017 8:43 am
Forum: General discussion
Topic: Steam per MW
Replies: 4
Views: 1379

Re: Steam per MW

More intresting where how much steam it get from 1 Nuclear fuel (200 sec) Specific heat of water in Factorio is 200J/(°C*unit). In other words, it takes 200J to heat up one unit of water by 1°C. [1] Water starts at 15°C when from barrels or an offshore pump. Steam produced by heat exchangers is at ...
by Laogeodritt
Mon Jun 26, 2017 8:29 am
Forum: General discussion
Topic: Steam/diesel locomotives
Replies: 20
Views: 4461

Re: Steam/diesel locomotives

For electric, I might suggest requiring new infrastructure (i.e. the specific electrified rail items) and having a range limit (perhaps an electric rail network requires only one power point, or can only have them at stations, and can only transmit up to a certain length of rail, or effective power ...

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