Search found 16 matches

by AlmightyJu
Fri Jan 08, 2021 3:20 pm
Forum: Not a bug
Topic: [1.1.18] Disabling a train station mid pathing can lead to trains instant stopping with train limits
Replies: 6
Views: 508

Re: [1.1.18] Disabling a train station mid pathing can lead to trains instant stopping with train limits

I have to respectfully disagree with it being the best way to handle this, granted it's just my opinion and I've worked around the problem by changing the train limit instead so it's no biggie it just doesn't make logical sense for the behaviour to me. I understand wanting to reserve another stop an...
by AlmightyJu
Fri Jan 08, 2021 2:08 pm
Forum: Not a bug
Topic: [1.1.18] Disabling a train station mid pathing can lead to trains instant stopping with train limits
Replies: 6
Views: 508

Re: [1.1.18] Disabling a train station mid pathing can lead to trains instant stopping with train limits

I see nothing wrong. You disabled train stop while the train was on route and it has nowhere to go to so it stopped. It works as designed. The thing that is wrong is that a train can keep the same schedule and a station can use the logic of enable/disable and the behaviour of that train can be chan...
by AlmightyJu
Fri Jan 08, 2021 2:15 am
Forum: Not a bug
Topic: [1.1.18] Disabling a train station mid pathing can lead to trains instant stopping with train limits
Replies: 6
Views: 508

Re: [1.1.18] Disabling a train station mid pathing can lead to trains instant stopping with train limits

I must have searched wrong the first time, I just found this post which seems to be a duplicate of https://forums.factorio.com/viewtopic.php?f=23&t=94033 which lead me to thinking of how to get around the problem where the train just stops. Instead of toggling enable/disable if you simply set th...
by AlmightyJu
Fri Jan 08, 2021 1:57 am
Forum: Not a bug
Topic: [1.1.18] Disabling a train station mid pathing can lead to trains instant stopping with train limits
Replies: 6
Views: 508

[1.1.18] Disabling a train station mid pathing can lead to trains instant stopping with train limits

I'm not sure of the best way to describe this but I have a save and some videos of the problem. If you have 1 train station called A with a limit set to 2 trains and have 2 trains travelling to station A and then disable the station both trains correctly treat that station as a waypoint and simply p...
by AlmightyJu
Fri Jun 12, 2020 11:24 am
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 199
Views: 27175

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

Now that is a beacon redesign I can get behind, it's there but not in your face and show the modules is a fab little extra.
by AlmightyJu
Fri Mar 20, 2020 1:13 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 34980

Re: Friday Facts #339 - Beacon HR + Redesign process

I much prefer the first redesign over the last image. I think its simply having the building extend into the hole rather than just a bunch of cables running up to a almost hovering building design that sways it for me. Obviously without seeing lots of them side by side its hard to tell if its really...
by AlmightyJu
Fri Jul 19, 2019 9:19 pm
Forum: Not a bug
Topic: [kovarex] [0.17.58] Train temporary station says no path from dead even after manually moving to area that can path
Replies: 8
Views: 1387

Re: [kovarex] [0.17.58] Train temporary station says no path from dead even after manually moving to area that can path

finally i understand this topic after seeing the video ! Yes it is weird the train is able to understand it is allowed to switch direction to go to regular station but not temporary station. I should have made a video myself, it didn't even occur to me :lol: If the auto-stopping would be allowed fo...
by AlmightyJu
Thu Jul 18, 2019 6:05 pm
Forum: Not a bug
Topic: [kovarex] [0.17.58] Train temporary station says no path from dead even after manually moving to area that can path
Replies: 8
Views: 1387

Re: [0.17.58] Train temporary station says no path from dead even after manually moving to area that can path

But i can click a station in the schedule to go to while rolling backwards and it works by stopping the train and then moving forward. There is 100% a difference between the logic that handles the temporary stations and normal stations, bug or not I think both should act and respond in the same way....
by AlmightyJu
Wed Jul 17, 2019 9:53 pm
Forum: Not a bug
Topic: [kovarex] [0.17.58] Train temporary station says no path from dead even after manually moving to area that can path
Replies: 8
Views: 1387

[kovarex] [0.17.58] Train temporary station says no path from dead even after manually moving to area that can path

So I've managed to work out what was going on after some fiddling. If you: put a train in a location where it cannot path to anywhere (in my case a dead end) open up the train gui (hit e while hovering the train) try to path somewhere and it says on path leave gui open and switch to manual mode reve...
by AlmightyJu
Mon Jul 15, 2019 11:36 pm
Forum: Logistic Train Network
Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
Replies: 270
Views: 41480

Holy cow I love the LTN tracker

So I haven't played Factorio in quite some time so decided to start a new map. Just had to say I am loving the LTN combinator and tracker, it makes things way easier to visualise what's going on!

Just wanted to say a massive thanks for such an amazing set of mods!
by AlmightyJu
Thu Feb 28, 2019 8:46 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] [MacOS] Delays in control
Replies: 87
Views: 10976

Re: [0.17][Mac] Delays in control

billbo99 wrote: ↑
Wed Feb 27, 2019 10:29 am
I am ALSO getting this on my PC, I have a 4k monitor with G-Sync .. when I play on my 1080p monitor response is fine.
Strangely I'm getting this on my 4k G-Sync monitor too with windows
by AlmightyJu
Sun Jan 14, 2018 6:15 pm
Forum: Logistic Train Network
Topic: [LTN 1.6.3] Output loosing signals
Replies: 5
Views: 1355

Re: [LTN 1.6.3] Output loosing signals

That's awesome, working fine now :)

I was in the middle of replacing all my normal stations with LTN stuff, I finished it all now and put thresholds everywhere and it broke far less frequent, not happened since now tho.

Thanks for the fast fix
by AlmightyJu
Sun Jan 14, 2018 3:31 pm
Forum: Logistic Train Network
Topic: [LTN 1.6.3] Output loosing signals
Replies: 5
Views: 1355

Re: [LTN 1.6.3] Output loosing signals

So I just got it to happen with debugging on, took about 3-4 mins at double game speed so it's not that often but definitely repeatable. Train ID that just broke is 392, stop name is "IP Pickup"

I'll keep watching and see if I can come up with a pattern somehow.
by AlmightyJu
Sun Jan 14, 2018 3:14 pm
Forum: Logistic Train Network
Topic: [LTN 1.6.3] Output loosing signals
Replies: 5
Views: 1355

Re: Possible Bug? Or am i doing something wrong?

I've put a provider threshold on it of 4k and I've not seen it happen again since, I tried reconnecting the wires from the output which didn't help, I didn't try the input. I took a save at the exact time I took the screenshots if it's of any use to you but if it's quite an elusive thing I'm not all...
by AlmightyJu
Sun Jan 14, 2018 2:22 pm
Forum: Logistic Train Network
Topic: [LTN 1.6.3] Output loosing signals
Replies: 5
Views: 1355

[LTN 1.6.3] Output loosing signals

So I've started using this and I don't know how I managed without it but I'm getting something odd and I don't know why, I have a train at a provider station with a schedule that says to wait until cargo > 1703, the red output from the station is giving no signals but it clearly did for a while sinc...
by AlmightyJu
Sat Jan 13, 2018 4:42 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 192371

Re: Friday Facts #225 - Bots versus belts (part 2)

I don't think nerfing bots will solve anything, all that will happen is people will place more roboports, use more bots and build more power. To those saying to limit how many bots can pull from a chest I say the solution is simple, more chests and inserters between them, it doesn't solve anything, ...

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