Search found 85 matches

by leitk
Mon Oct 07, 2019 10:11 pm
Forum: Ideas and Suggestions
Topic: concrete and landfill size
Replies: 10
Views: 285

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: 2550

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: 271

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: 307

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: 1065

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: 45
Views: 1691

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: 377

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: 1210

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: 9554

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: 501

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: 501

[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,...
by leitk
Fri Jun 07, 2019 10:15 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen]Combinator error
Replies: 4
Views: 571

Re: [Twinsen]Combinator error

You probably don't need this, but I have confirmed the fix.
by leitk
Mon Jun 03, 2019 12:14 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen]Combinator error
Replies: 4
Views: 571

Re: Combinator error

Here you go, new empty game with no mods.
Top combinator is set normally.
2nd is set to each + SP3 output to SP3, works as expected.
3rd is a copy of the 2nd, modified to 500 + SP3 output to SP3, has an error.
4th is a copy of the 3rd, the error stays even with a copy.
by leitk
Sun Jun 02, 2019 1:55 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen]Combinator error
Replies: 4
Views: 571

[Twinsen]Combinator error

It is possible to get combinators to calculate incorrectly: CombinatorBug.jpg I had initially had the first value as S3 mods, but changed it to 500, it seems it doesn't respect that change and keeps the first setting. A fresh combinator will calculate correctly, so this is not a high priority issue.
by leitk
Thu Jan 18, 2018 1:38 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 119025

Re: Idea to nerf bots - make them take up space

Bots today don't have physicality - they can infinitely overlap, with each other and with other game objects. A pretty intuitive and visually-interesting nerf would be to change that. Make bots get in each other's way. If there are a bunch of bots going in the same place, make them cluster and bloc...
by leitk
Tue Jan 02, 2018 11:10 pm
Forum: General discussion
Topic: Pushing trains, ideal for small train stops?
Replies: 4
Views: 1181

Re: Pushing trains, ideal for small train stops?

You can load/unload on a curve too, just not with 12.
But fuel doesn't need as many inserters.
by leitk
Sun Dec 31, 2017 5:05 am
Forum: Resolved Problems and Bugs
Topic: [0.16.6] Toolbelt gone
Replies: 4
Views: 510

Re: [0.16.6] Toolbelt gone

I had the same problem.
The command fixed it for me, after saving and loading.
Thank you.
by leitk
Wed Dec 20, 2017 8:30 pm
Forum: Mods
Topic: [MOD 0.17] Tiny Pole
Replies: 8
Views: 1065

Re: [MOD 0.15] Tiny Pole

Sorry, I was only able to adjust the radius.
I really need to fix the graphics, but I don't yet know how to do that.
by leitk
Wed Dec 20, 2017 8:07 pm
Forum: Gameplay Help
Topic: Another way to get the full content of my logistic network?
Replies: 5
Views: 561

Re: Another way to get the full content of my logistic network?

You can also turn off the mini-map from options.
That will get more room for information.
Also there is a mod to turn it on and off with a key combination (control M by default):
https://mods.factorio.com/mods/daniel34 ... p-autohide
by leitk
Sun Dec 17, 2017 3:37 am
Forum: Mods
Topic: [MOD 0.17] Tiny Pole
Replies: 8
Views: 1065

Re: [MOD 0.15] Tiny Pole

Verified that it works with 0.16, I changed the version number and the Factorio version number, but nothing else.

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