Search found 61 matches

by mrtux
Fri Oct 14, 2022 3:08 pm
Forum: Not a bug
Topic: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
Replies: 9
Views: 1449

Re: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit

Train stop limits and disabling train stops do not work well with each other. This actually helped me fix the issue: I am still mixing the systems, but knowing that they don't work well together I made sure that no train will be on the tracks stations are disabled by making sure that each station h...
by mrtux
Fri Oct 14, 2022 2:00 pm
Forum: Not a bug
Topic: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
Replies: 9
Views: 1449

Re: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit

I see, so I need to work around this in any case. Thanks for the reply.
by mrtux
Fri Oct 14, 2022 12:10 pm
Forum: Not a bug
Topic: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
Replies: 9
Views: 1449

Re: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit

* Manually send them to "Limited" -> They will both want to go there, but say that the destination is full (expected) * Switch the Constant Combinator on * -> One train will go to limited * -> The other train will stay where it is => Unexpected! You have a limit of 1, you have 2 trains, o...
by mrtux
Thu Oct 13, 2022 9:27 pm
Forum: Not a bug
Topic: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
Replies: 9
Views: 1449

Re: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit

The actual scenario where I observed this behavior has stops with a constant limits, but activation changing on available items/fluids. Now and then I saw trains standing around saying that their destination is full instead of going back to the open station. I need to resolve this manually.
by mrtux
Thu Oct 13, 2022 9:25 pm
Forum: Not a bug
Topic: [1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit
Replies: 9
Views: 1449

[1.1.69] Trains don't switch target when stop becomes unavailable due to Train Limit

I have observed the following bug/unwanted beghavior: * Two trains have a stop with a limit as their target. * The limit changes, so that the stop cannot accommodate both trains Expected: The trains will jump the stop and execute the next task in their schedule or it will go to the station regardles...
by mrtux
Sun Oct 09, 2022 2:13 pm
Forum: Ideas and Suggestions
Topic: Output number of alternative viable train stops with same name to the circuit network
Replies: 3
Views: 971

Re: Output number of other viable train stops with same name to the circuit network

I know these options. This would require that I have a huge circuit network span the whole base to communicate something that is already known to the train network (effectively duplicating the information in the train network). My rationale was that this information is already shared to the train st...
by mrtux
Thu Oct 06, 2022 7:38 pm
Forum: Ideas and Suggestions
Topic: Output number of alternative viable train stops with same name to the circuit network
Replies: 3
Views: 971

Output number of alternative viable train stops with same name to the circuit network

TL;DR I would like to have an additional circuit network output from the train stops showing me the number of other viable train stops with the same name. What ? Train stops can already put various information on the circuit network. In addition to these I would like to know how many train stops of...
by mrtux
Thu Oct 06, 2022 7:24 pm
Forum: Ideas and Suggestions
Topic: Add item to define train pathfinding penalty for a railway / Set rail signal penalty from circuit network
Replies: 12
Views: 5962

Set rail signal penalty from circuit network

TL;DR Allow the signal penalty used in train path finding to be set from a condition (amount of X) on a circuit connection. What ? It is already possible to switch a signal to red from the circuit network. I would like to be able to also set the penalty this red signal incurs on train path finding....
by mrtux
Mon Feb 12, 2018 3:57 pm
Forum: General discussion
Topic: Project Announcement: Factorio Item Browser
Replies: 8
Views: 5770

Re: Project Announcement: Factorio Item Browser

That is cool!

Can you extend this with a json view, so other tools can use the data, e.g. for crafting/balancing calculations?
Is this on github or somewhere, so others can contribute?

Keep on the nice work!
by mrtux
Mon Nov 14, 2016 2:23 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Compact green sciene pack factory
Replies: 5
Views: 5578

Re: Compact green sciene pack factory

You only need two copper wire assemblies for three green circuits.

When you take the iron for green circuits and gear wheels from the "inner2 iron line (that one carrying the grear wheels) you can remove the outer iron line.
by mrtux
Sat Aug 27, 2016 4:55 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1212745

Re: Bugs & FAQ

Arch666Angel wrote:You arge missing a mod from bobs then, bob assembly has the chem plants I think
Oh, that might be. I fixed it temporarily by commenting out the offending lines, but will try with bobs assembly. Thanks!
by mrtux
Fri Aug 26, 2016 12:55 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28527

Re: [0.13] Make inserter stack bonus individually configurable

+1 ! The behaviour is nice for high-throughput scenarios, but breaks lots of my setups where belt contents are exactly balanced based on the sub-factory's needs. I cannot do this anymore because inserters put more than one item on a belt and the number of items changes when another bonus is research...
by mrtux
Tue Aug 23, 2016 3:12 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1212745

Re: Bugs & FAQ

Not sure if that was mentioned before (did not find it), but I get the following message on startup: 4.590 Error Util.cpp:57: Failed to load mod "angelsrefining 0.2.11" __angelsrefining__/data-updates.lua:2: __angelsrefining__/prototypes/angels-refining-override.lua:33: attempt to index fi...
by mrtux
Mon May 16, 2016 3:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97100

Re: [MOD 0.12.x] Smarter Circuitry

If you go grab "Logic Belts", it adds a few more things not found here that compliment Smarter Circuitry, including both Volume (x10 for nice integers) and Temperature sensor pipes - https://forums.factorio.com/viewtopic.php?f=91&t=14824 Did you mean to quote this? https://forums.fact...
by mrtux
Sun May 01, 2016 1:39 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97100

Re: [MOD 0.12.x] Smarter Circuitry

Okay. I guess we have different requirements for the documentation. What might be added is something along the lines of: "The filter condition decides if the actuator 'toggles'. They work similar to activation conditions on the smart inserter." On hindsight I figure that's the part I tried...
by mrtux
Sat Apr 30, 2016 12:47 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97100

Re: [MOD 0.12.x] Smarter Circuitry

I would like to see something more documentation tho... for instance, what is the 'filter' for on it? and what signals does it output? If I have a couple lamps wired to it (say, a red and green one), can I set conditions on the lamp's circuit-network setting to light the green lamp and red lamp to ...
by mrtux
Sun Apr 24, 2016 11:33 am
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97100

Re: [MOD 0.12.x] Smarter Circuitry

The fix mentioned two pages earlier does not work for you? https://forums.factorio.com/viewtopic.php?p=128515#p128515 Yeah I got lost in the 11 pages, too. Didn't read the novel, sorry. :lol: I wouldn't really expect a normal human to find that needle in this haystack. If the original author has mo...
by mrtux
Sat Apr 23, 2016 1:37 pm
Forum: Mods
Topic: [MOD 0.12.x] Smarter Circuitry
Replies: 141
Views: 97100

Re: [MOD 0.12.x] Smarter Circuitry

The fix mentioned two pages earlier does not work for you?
viewtopic.php?p=128515#p128515
by mrtux
Fri Apr 22, 2016 6:36 pm
Forum: News
Topic: Friday Facts #135 - Getting Organized
Replies: 60
Views: 32191

Re: Friday Facts #135 - Getting Organized

Maybe this is something for you: http://phabricator.org/

It takes a moment to get used to the platform, but everything needed for scrum is in there.
by mrtux
Wed Apr 20, 2016 8:50 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 119732

Re: Railroad

Considering the new signal helper it could be nice if there was a option in the settings that lets you place signals where they would be "illegal". If you really know what you are doing you are allowed to do so. And for new players they still get denied in placing light in illegal places....

Go to advanced search