Search found 94 matches

by leitk
Tue Dec 03, 2019 2:43 pm
Forum: Gameplay Help
Topic: Lazy Bastard Achievement for 0.17*
Replies: 3
Views: 359

Re: Lazy Bastard Achievement for 0.17*

Looks like you were one over the minimum (as calculated by Nachie):

viewtopic.php?f=18&t=66030
by leitk
Mon Dec 02, 2019 4:29 am
Forum: Gameplay Help
Topic: Water supply for nuclear reactors
Replies: 47
Views: 1449

Re: Water supply for nuclear reactors

Build the reactor over a lake, with careful placement of landfill you can have pumps directly feeding each end of the heat exchanger line.
by leitk
Wed Nov 20, 2019 4:38 pm
Forum: Balancing
Topic: Cost of signal filtering
Replies: 9
Views: 702

Re: Cost of signal filtering

If you only need to filter positive (or negative) values, it can be done with 3 combinators: FilterCombinator.png From selection wire feed to decider each != 0 output each 1 from there feed to each * intmin (-2147483648) (if the selection is fixed, those can be replaced with one CC that just has eac...
by leitk
Fri Nov 08, 2019 8:34 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.76] Tooltip for Pumps
Replies: 6
Views: 521

Re: [Twinsen] [0.17.76] Tooltip for Pumps

I don't think it's just for pumps on their sides (horizontal).
Here is one that is vertical:
PumpTooltip.PNG
PumpTooltip.PNG (146.92 KiB) Viewed 390 times
by leitk
Fri Nov 08, 2019 8:26 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.76] Tooltip for Pumps
Replies: 6
Views: 521

Re: [Twinsen] [0.17.76] Tooltip for Pumps

Thanks for the quick fix.

I'm sorry I missed your question, thank you Bilka for answering it.
It is a modded fluid, supercooled thermofluid from SE.
by leitk
Fri Nov 08, 2019 3:48 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.76] Tooltip for Pumps
Replies: 6
Views: 521

[Twinsen] [0.17.76] Tooltip for Pumps

The tooltips for pumps do not display either the type or quantity of the contents.
Pump:
PumpTooltip.PNG
PumpTooltip.PNG (42.22 KiB) Viewed 521 times
Tank:
TankTooltip.PNG
TankTooltip.PNG (22.82 KiB) Viewed 521 times
by leitk
Tue Nov 05, 2019 11:10 pm
Forum: Ideas and Suggestions
Topic: Train Damage in Tooltip
Replies: 0
Views: 67

Train Damage in Tooltip

It would be nice to have either current or maximum train damage displayed in the tooltip, probably under Train kills.
TrainTooltip.PNG
TrainTooltip.PNG (5.35 KiB) Viewed 67 times
by leitk
Thu Oct 31, 2019 2:00 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 289
Views: 54809

Re: [0.12] Bugs, crashes & other issues

I'm trying to use FARL with SE. SE has 'Space Rails' that can be placed in space. In the setting page of FARL, it recognizes 'Space Rails'. But when I press start, it gives the error message 'Out of Rail'. It does mark 'CP', 'P', and 'Front' on the screen. I've loaded blueprints with 'Space rails'. ...
by leitk
Sat Oct 19, 2019 9:03 pm
Forum: Mods
Topic: [MOD 0.17] Squeak Through 1.4.0
Replies: 105
Views: 60887

Re: [MOD 0.17] Squeak Through 1.4.0

Would it be possible to have Squeak Through not allow passage through gates that were closed? Walls are not passable, but I think the base game does that. I have a train crossing that prevents passage if a train is coming, so gates need to block passage for it to work. Should I submit this as an 'is...
by leitk
Mon Oct 07, 2019 10:11 pm
Forum: Ideas and Suggestions
Topic: concrete and landfill size
Replies: 10
Views: 453

Re: concrete and landfill size

In control settings, you can rebind "Larger tile building area" and "Smaller tile building area" to whatever you want. If you rebind it to mouse wheel up/down, it'll work the way you described - mouse wheel will change the path size instead of zooming when holding "tile" item; or you can change it ...
by leitk
Sun Sep 22, 2019 2:02 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Web-based Factorio calculator
Replies: 6
Views: 2874

Re: Web-based Factorio calculator

Is there a way to load mod recipes into the data tables for this?
It would be nice to also add modded factories and modules as well.

I've been playing Space Exploration, and it adds a lot of new items.
by leitk
Sun Sep 22, 2019 1:15 pm
Forum: Gameplay Help
Topic: Broken Train Brakes?
Replies: 5
Views: 384

Re: Broken Train Brakes?

Computer controlled trains start braking at the right location to come to a complete stop where they need to (signal/station). I would be surprised if it was any better or worse than manual, but it will be going fast for a while before the slowing is noticeable. People tend to slow early, and then c...
by leitk
Wed Sep 18, 2019 6:24 pm
Forum: Ideas and Suggestions
Topic: Allow setting higher inserter stack capacity override without research done
Replies: 8
Views: 410

Re: Allow setting higher inserter stack capacity override without research done

Also, it would be nice if you could set the stack size override to 1 even before you research any upgrades. Therefore when you research the upgrade it will remain 1.
by leitk
Wed Sep 18, 2019 4:58 pm
Forum: Mods
Topic: [MOD 0.17] Tiny Pole
Replies: 8
Views: 1230

Re: [MOD 0.17] Tiny Pole

Verified for .17.68.
No new graphics, I don't know how to draw.
by leitk
Wed Sep 18, 2019 2:01 pm
Forum: Ideas and Suggestions
Topic: Control Power Connections by Coloring Power Poles (with Lamps)
Replies: 49
Views: 2337

Re: Control Power Connections by Coloring Power Poles (with Lamps)

I wrote a very small mod for this, Tiny Pole https://mods.factorio.com/mod/TinyPole I just verified that it works for .17 as well, and made a new version with the updated version information. All it does is adds a pole with small range and coverage. This allows it to not interact with other poles so...
by leitk
Thu Sep 12, 2019 12:56 am
Forum: Gameplay Help
Topic: Stuck on a circuit condition
Replies: 7
Views: 500

Re: Stuck on a circuit condition

I think what OP is trying to do is turn off each belt if it has something other than copper.
If that's the case, have your CC output copper -8 (or further negative).
Then wire up two belt segments, first one reads contents with hold, second disable if anything is > 0.
by leitk
Thu Sep 12, 2019 12:39 am
Forum: Gameplay Help
Topic: Counting item stacks with circuits?
Replies: 6
Views: 1335

Re: Counting item stacks with circuits?

Here's something a bit better, still needs a filter. StackCounter.PNG The CCs have -1 billion for everything not of the right stack size and 1 less than the stack size for everything of the right stack size. (in this example for 50 stack size it has 49 for coal and filter inserters, and -1 billion f...
by leitk
Fri Jul 19, 2019 10:01 pm
Forum: Show your Creations
Topic: Self adjusting Kovarex based on demand
Replies: 95
Views: 11532

Re: Self adjusting Kovarex based on demand

There are lots of Kovarex designs that seem to have multiple centrifuges running at once, but I don't understand why you would need that much U235. I have a 1PRM base that runs entirely on nuclear (and not efficiently either, lots of beacons, but don't turn most of them off when not in use). It does...
by leitk
Fri Jun 07, 2019 11:58 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.47] Chain Rail signals display issue
Replies: 4
Views: 654

Re: [0.17.47] Chain Rail signals display issue

Thank you Loewchen for politely pointing me at making better bug reports.
by leitk
Fri Jun 07, 2019 11:56 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.47] Chain Rail signals display issue
Replies: 4
Views: 654

[kovarex] [0.17.47] Chain Rail signals display issue

When a chain rail signal is set up ahead of a regular signal that is controlled by circuit, the display of the rail signal gets locked in the wrong setting. It seems like the signal will still direct traffic correctly however. Attached is a save file, turn the CC on to set the regular signal to red,...

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