Search found 99 matches

by MisterFister
Thu Sep 16, 2021 1:32 pm
Forum: Logistic Train Network
Topic: Small curiosity: What exactly is a "building store"?
Replies: 5
Views: 1925

Small curiosity: What exactly is a "building store"?

I mostly follow my own best practice guidelines within reason. There's no noticeable performance gain in filtering from 5 items to 3, but when connecting LTN to a building store filtering down from 100 items to 10 certainly is a good idea. (Emphasis not in original) Hi there! The underlying topic b...
by MisterFister
Thu Sep 16, 2021 1:06 pm
Forum: Logistic Train Network
Topic: Encoded Network ID, how does it work?
Replies: 62
Views: 45772

Re: Get stucked with basic LTN ID problem [solved]

Hi there! Sorry for the necro, but this post is square-on-point what I'm running into. I agree that cache or buffer locations are of limited utility. That said, I'd care to experiment with using one to accelerate depleting a specific resource patch -- I hate-hate-HATE building atop unharvested resou...
by MisterFister
Thu Sep 16, 2021 12:40 pm
Forum: Logistic Train Network
Topic: [1.16.3] Trains dispatched to stations without temporary GPS tag, thus going to wrong provider/requesters
Replies: 5
Views: 2158

Re: [1.16.3] Trains dispatched to stations without temporary GPS tag, thus going to wrong provider/requesters

1) Why doesn't LTN detect that adding the GPS temporary stop fails? Shouldn't that output a message and flag the station a broken / red light? Sending a train there should fail and pick another station. In essence, I think an A-or-B outcome of this is already the case, as discussed above. A), the t...
by MisterFister
Thu Sep 16, 2021 12:19 pm
Forum: Logistic Train Network
Topic: Should LTN use the vanilla train limit?
Replies: 7
Views: 2771

Re: Should LTN use the vanilla train limit?

I sometimes order myself a train, dump all my wood in it and send it to a wood consumer manually. Potentially the station could overflow there. By sheer accident, my personal gameplay habit on this particular issue seems to be a valid workaround for the error case you're describing. If I want a des...
by MisterFister
Wed Sep 01, 2021 12:47 am
Forum: Mods
Topic: [MOD 0.17] Landfill Everything!
Replies: 7
Views: 4761

Re: [MOD 0.17] Landfill Everything!

Thank you for making this wonderful mod! There seems to be a replicable issue with this mod, and the crash-dialogue suggested that I report this information to the mod author. The mod portal's information regarding this mod's update history would seem to imply that this is an actively supported mod....
by MisterFister
Sat Apr 10, 2021 10:01 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3861
Views: 1179387

Re: Bugs & FAQ

Hi there! Coming back to Factorio after some time off. I'd been using the standalone Warehouses mod, and would prefer to continue doing so in my main save. It seems to have migrated to "Angel's Addons - Storage Options," which does support mostly-seamless transition as my main save is stil...
by MisterFister
Thu Feb 11, 2021 10:37 pm
Forum: Logistic Train Network
Topic: Threshold and Stack Threshold
Replies: 58
Views: 20822

Re: Threshold and Stack Threshold

This seems to be the consolidated thread for my issue so I'll post here. If this is instead an unwelcome necro, I'll repost [EDIT: typo "report"] as a new thread. I am tinkering with a save (I think the map was initially started back in v0.17 if this is relevant, as that ended up being sil...
by MisterFister
Fri Jan 22, 2021 2:22 am
Forum: Mods
Topic: [MOD 0.16] Sisyphean Deliveries
Replies: 17
Views: 7415

Re: [MOD 0.16] Sisyphean Deliveries

Only necro-ing to state that this is an awesome idea for a mod. It's a shame that it hasn't evolved to post-release. A sincere thank you to this modder, and all modders for volunteering their time and ability to make games like Factorio better.
by MisterFister
Thu Dec 31, 2020 10:36 am
Forum: Logistic Train Network
Topic: Returning from factorio hiatus, noob question on new LTN features
Replies: 8
Views: 3045

Returning from factorio hiatus, noob question on new LTN features

Hi there Optera. Thank you so much for making this really neat mod. I got sucked away from Factorio just after the pandemic lockdowns started in the US, ad I'm back in earnest again now. I see that with v1.13.0 you changed the behavior to somehow take advantage of the temp-stop system of the base ga...
by MisterFister
Thu Mar 05, 2020 10:36 pm
Forum: Modding help
Topic: Freeplay remote interface not available in game upgraded from 0.17.79
Replies: 1
Views: 1042

Re: Freeplay remote interface not available in game upgraded from 0.17.79

Bump. Note that I am the mod-user to submit what I'm guessing to have been the first example of this bug in the wild. Recognizing that my precipitating circumstances were a rather rare use-case (creating a benchmark save for savefile-scumming and revert-to-beginning gameplay, THEN upgrading base, TH...
by MisterFister
Mon Mar 02, 2020 8:02 pm
Forum: Logistic Train Network
Topic: Seeking assistance with depot parking management
Replies: 2
Views: 1589

Seeking assistance with depot parking management

Howdy. Base v0.18.x (currently 0.18.9) LTN v1.12.3. My issue is that Depot parking spots can sometimes be over-partitioned, resulting in trains dangling out on the mainlines heading into the Depot. This is more pronounced near high-volume requester locations. I'm aware of the possibility of assignin...
by MisterFister
Fri Feb 07, 2020 9:57 pm
Forum: Ideas and Suggestions
Topic: Train's CTRL-click Temporary Stop behavior
Replies: 17
Views: 5716

Re: Train's CTRL-click Temporary Stop behavior

When i don't want the train to leave to the next destination after a temporary stop, i don't give it a next destination ;) Before my taxi train used to have several PAX station scheduled in memory, so it was fast to select them as destination. But the train sneaking away a few times after temporary...
by MisterFister
Sat Jan 25, 2020 2:44 am
Forum: Ideas and Suggestions
Topic: Blueprint Book is not enough for me
Replies: 18
Views: 5926

Re: Blueprint Book is not enough for me

I WOULD like the ability to edit within a blueprint if I find an error. ... I really like this idea. It would eliminate the need to move the blueprint to my storage area. Plop it down. Change stuff. Make a new blueprint. Place the new blueprint in the blueprint storage area. And then delete the old...
by MisterFister
Fri Jan 24, 2020 4:04 pm
Forum: Ideas and Suggestions
Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
Replies: 29
Views: 5996

Feature Request: Mod update / install at END of play session

Hi folks. Small feature request. Same request about mod portal behavior, but 3 basic ideas that I'm convinced are all interrelated, which is why I post them together here as a lump sum. TLDR: 1) Allow for some form of user opt-out of forced restarts after applying updates or changing / toggling mods...
by MisterFister
Tue Jan 21, 2020 10:56 am
Forum: Ideas and Suggestions
Topic: Blueprint Book is not enough for me
Replies: 18
Views: 5926

Re: Blueprint Book is not enough for me

Zooming/scrolling should be much easier on the eyes. Oh, that would be totally awesome. It would also come in handy when actually *creating* a blueprint and when it comes to removing single items which don't belong there. For large blueprints, it's really tedious to click on a single inserter or po...
by MisterFister
Sat Jan 18, 2020 1:04 pm
Forum: Ideas and Suggestions
Topic: Blueprint Book is not enough for me
Replies: 18
Views: 5926

Re: Blueprint Book is not enough for me

I WOULD like the ability to edit within a blueprint if I find an error. I can't tell you how long I've been using my book of early game blueprints (bootstrap, burner-drill placement, initial smelts, etc.) that have a duplicated small pole, a wrongly rotated inserter, etc. because I always procrastin...
by MisterFister
Sat Jan 18, 2020 12:52 pm
Forum: Ideas and Suggestions
Topic: Picture picker for in-text "emoji" icons
Replies: 3
Views: 353200

Re: Picture picker for in-text "emoji" icons

The items-in-text feature is little known, amazingly useful, but difficult to use. Even without mods it almost necessitates using the wiki to find item and fluid "real names" and with mods it is nigh-impossible to use effectively. Holy crap, is this true. I've "learned" at least...
by MisterFister
Sat Jan 18, 2020 12:45 pm
Forum: Ideas and Suggestions
Topic: Train's CTRL-click Temporary Stop behavior
Replies: 17
Views: 5716

Train's CTRL-click Temporary Stop behavior

Hi there. I use trains very heavily, particularly when expanding to a cityblock system as the starter mainbus base gets dismantled slowly. I use LTN which requires all trainstops to be uniquely named, and I have a lot of trainstops for a lot of different cityblock types or outpost types. I use a ver...
by MisterFister
Sun Jan 12, 2020 12:37 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 381917

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Hey there. I visited the in-portal link for this Creative Mod that I'm enjoying. It's great to be able to run a test map to tweak and optimize builds and to perform troubleshooting. I'm aware that this mod prompts you to choose, whether permanently or not, if you want to activate CM at time of gamep...
by MisterFister
Sun Jan 12, 2020 12:16 am
Forum: Outdated/Not implemented
Topic: Current CTRL+Z (undo) could be more useful is expanded slightly
Replies: 5
Views: 2308

Re: Current CTRL+Z (undo) could be more useful is expanded slightly

Well, shucks. Thanks for replying though. Though I would care to point out that with the links suggested when my post was moved (sorry for not putting it in the right place) even without a "redo" similar to CTRL+Y, it would be awesome if the player could see something either in mainview or...

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