Search found 115 matches

by hreintke
Sun Jun 25, 2023 9:45 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1816
Views: 588295

Re: Simple Questions and Short Answers

Hi, Back to my factorio factory after an almost two year pause. So moving from 1.1.36 to 1.1.85. Looking ino the options for optimalizations that have been implemented in that period. I know, in the last days, I've read about a possible one for inserters (I have aroud 32.000 of those). It's somethin...
by hreintke
Thu Jun 22, 2023 4:39 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1816
Views: 588295

Re: Simple Questions and Short Answers

Looks like you’re using the Shortcuts mod. If so disable the grid shortcut in the shortcut panel.
Thanks that was the issue.
by hreintke
Thu Jun 22, 2023 10:27 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1816
Views: 588295

Re: Simple Questions and Short Answers

Hi,

Uninteded I now have a grid visible on part of my factory.
Don't know how it was set, don't konw how I can reset.

Anyone knows hoe to remove the partial grid.
PartialGrid.PNG
PartialGrid.PNG (1.27 MiB) Viewed 4233 times
by hreintke
Sun Aug 01, 2021 11:10 am
Forum: Not a bug
Topic: [1.1.36] Furnace with result_inventory_size > 1 doesn't fill
Replies: 2
Views: 1299

[1.1.36] Furnace with result_inventory_size > 1 doesn't fill

When a furnace with result_inventory_size > 1 it still stops working when the first inverory slot is full.

Can be shown by updating the vanilla elect furnace by :

Code: Select all

data.raw["furnace"]["electric-furnace"].result_inventory_size = 10
Result in game is :
Furnace.PNG
Furnace.PNG (198.64 KiB) Viewed 1299 times
by hreintke
Fri Jul 30, 2021 2:52 pm
Forum: Gameplay Help
Topic: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
Replies: 5
Views: 3456

Re: Linked chest : Changing link_id in GUI is also changing in intermediate steps.

Yes, I know the lua way to do it.

BTW there is no need to use binary : entity.link_id = value; value being between 0 and 255 inclusive.

Made a small mod with gui to change the values and visualize the linked chests.
by hreintke
Thu Jul 29, 2021 11:24 am
Forum: Gameplay Help
Topic: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
Replies: 5
Views: 3456

Linked chest : Changing link_id in GUI is also changing in intermediate steps.

I have a linked chest, link-id has top checkbox selected, contents is copper plates Copper_linked.PNG A second linked chest has checkbox two selected, contents is rocket fuel. Rocket_link.PNG Then I create a third linked chest, which as link_id should get both top and second checkbox selected. New_l...
by hreintke
Wed Jan 20, 2021 11:58 am
Forum: Ideas and Suggestions
Topic: User settable train tag for circuit network
Replies: 9
Views: 2458

Re: User settable train tag for circuit network

It probably is possible to keep track of changing train-id's with the use of on_train_created & entity_destoyed events. Then a train-tag can be transferred to newly assigned trains. If that is correct, then, with the use of on_train_state_changed and a constant-combinator the tag/signal could be...
by hreintke
Fri Jan 15, 2021 8:04 am
Forum: Ideas and Suggestions
Topic: Information from linked chest/belts in display
Replies: 3
Views: 1248

Re: Information from linked chest/belts in display

With "Chest Pattern" I mean the part of the gui where you have to select a number of tickboxes.
Identical patterns selected means the Linked-chest shares the inventory.



image_2021-01-15_090251.png
image_2021-01-15_090251.png (146.54 KiB) Viewed 1202 times
by hreintke
Thu Jan 14, 2021 3:47 pm
Forum: Ideas and Suggestions
Topic: Information from linked chest/belts in display
Replies: 3
Views: 1248

Information from linked chest/belts in display

In order to better see the status of linked chests/belts : Can you add the chest pattern (based on which is decided which chests share the content) in the information window on the right. Preferable as a number. The helps a lot to see quickly whether the config is OK or has issues. Can you add the p...
by hreintke
Wed Jan 13, 2021 5:02 pm
Forum: Modding help
Topic: Connecting two entities
Replies: 5
Views: 1809

Connecting two entities

Hi, I am planning to use linked_belts in my mod. Placing them is no issue, the challenge is how to connect them. Preferable I would like to connect them the same way as how the circuit network wires are made. Pick an item (link_connector like a red/green wire) click one linked_belt, see the connecti...
by hreintke
Mon Jan 04, 2021 6:48 pm
Forum: Modding help
Topic: Detect Train state Destinaltion full
Replies: 2
Views: 1149

Re: Detect Train state Destinaltion full

Thanks.

Glad I did not overlook the obvious
by hreintke
Mon Jan 04, 2021 11:38 am
Forum: Modding help
Topic: Detect Train state Destinaltion full
Replies: 2
Views: 1149

Detect Train state Destinaltion full

Hi,

As I see it now, when a train cannot go to a station due to train limit, the status of a train switches to "defines.train_state.no_path"
Is there a way to detect the difference between "no path" and "destination full" in a mod ?
by hreintke
Sun Feb 16, 2020 2:03 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 245282

Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders

OK,
Thanks for explaining.
by hreintke
Sun Feb 16, 2020 1:47 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 245282

Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders

This question is not related to the above errormessage. And : no issue, just a question to understand startup sequence. I am working on a mod which updates the stacked items from the beltbox mod (f.e. stacksize). Reading the documentation on data lifecycle , https://lua-api.factorio.com/latest/Data-...
by hreintke
Fri Feb 14, 2020 4:20 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 245282

Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders

OK, understand.
I indeed read the sentence as : It is possible to unstack a fully saturated belt of stacked input.
by hreintke
Fri Feb 14, 2020 2:48 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 245282

Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders

valneq is right
I am using Bob's logistic ultimate-transport-belts, and have "deadlock-integrations" as mod to integrate those with stacking beltbox.
They indeed are colored green, as is the beltbox I use.
by hreintke
Fri Feb 14, 2020 12:08 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 245282

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Hi, Question on speed of the beltboxes. In the description you mention "Each tier of beltbox can handle a fully compressed belt of the same tier." But when I have an ultimate-tansport-belt, fully filled with stacked items, connected to an ultimate-transport-belt-beltbox, I cannot load thre...
by hreintke
Thu Apr 18, 2019 12:14 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.17.31] Inserter stops putting ingredients in furnace
Replies: 1
Views: 2216

[Rseding91] [0.17.31] Inserter stops putting ingredients in furnace

The issue reported in

viewtopic.php?f=11&t=62434

Is not yet fixed in 0.17 (was mentioned "Thanks for the report. It's now fixed for 0.17."

Still resulting in repeatedly stopping furnace behavior.

Attached are the savefile and mod for 0.17
by hreintke
Wed Oct 31, 2018 3:47 pm
Forum: Won't fix.
Topic: [0.16.51] Inserter/chest behave different on chunk border
Replies: 6
Views: 3188

Re: [0.16.51] Inserter/chest behave different on chunk border

@dog80

Did a quick check and yes, these issues can also occur with assemblers.

The one in the left is only outputting to left and bottom belts.
The one on the right is outputting on all three belts.

The left one is on a chunk crossing.
assembler.JPG
assembler.JPG (247.55 KiB) Viewed 3165 times
by hreintke
Wed Oct 31, 2018 3:26 pm
Forum: Won't fix.
Topic: [0.16.51] Inserter/chest behave different on chunk border
Replies: 6
Views: 3188

Re: [0.16.51] Inserter/chest behave different on chunk border

That is a strange reasoning about this issue : Because it is due to the technical implementation it will not be solved. The focus should be on functionality, not on internals. The result of it is an inconsistent behaviour of the game -> Same components not working identical together. I myself have a...

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