Search found 21 matches

by lpw
Thu Oct 20, 2016 11:57 am
Forum: Show your Creations
Topic: Vedrit's structures
Replies: 7
Views: 2287

Re: Vedrit's structures

If you don't want the accus to flicker on and off you need some sort of hysteresis function.

I personally like this one better, because it needs no power: viewtopic.php?f=208&t=29598
by lpw
Sun Oct 16, 2016 10:08 pm
Forum: General discussion
Topic: Accumulator / Solar panel ratio
Replies: 163
Views: 424652

Re: Accumulator / Solar panel ratio

So I couldn't find the blueprint string for this anywhere, so I built it myself and here it is, if anyone else is searching: H4sIAAAAAAAA/5Wb3W7bOBBGXyXItbvgjEhKRuFnKdREWBhwpMB2gC2MvPs6+sk2srs831UveqLwzA85Etvn4eEwPLWHhx+7S9ef9+d9d9pdLn370u0e26en t5e3Q3sejo+b1+F0/duh313+2X3z6q+0+TX9+f6+KfOm8bYV+Vrkk8...
by lpw
Mon Sep 26, 2016 6:36 am
Forum: Gameplay Help
Topic: How to force recalculation of train paths?
Replies: 28
Views: 6031

Re: How to force recalculation of train paths?

GeniusIsme wrote:Don't build ordinary signals on exits from shared track. Trains will stop there and block. Place ordinary signals only in places where you believe trains can wait forever without blocking the system.
If you put chain signals at the entrances of the shared track this shouldn't hold true.
by lpw
Thu Sep 22, 2016 7:41 am
Forum: Gameplay Help
Topic: semaphores
Replies: 5
Views: 1477

Re: semaphores

I would place signals like this. The chains signals make sure, that a train turning from the station and one passing the station don't block each other.
by lpw
Wed Sep 21, 2016 10:57 am
Forum: General discussion
Topic: Tech tree Flaw?
Replies: 8
Views: 1704

Re: Tech tree Flaw?

The common answer is to craft one oil refinery by hand, just like you needed to craft thinks in the beginning by hand.
by lpw
Fri Aug 19, 2016 9:21 am
Forum: General discussion
Topic: Logistic robots - do they have a preferred home?
Replies: 9
Views: 2388

Re: Logistic robots - do they have a preferred home?

They don't have a home base and will just "return" to the closest roboport with capacity after finishing their task(s).
by lpw
Fri Jul 22, 2016 4:03 pm
Forum: Maps and Scenarios
Topic: 0.13 Giant Islands
Replies: 2
Views: 3033

Re: 0.13 Giant Islands

Those islands sure look nice, but the resource settings (everything on very high) isn't for everyone...
by lpw
Fri Jul 22, 2016 2:36 pm
Forum: Implemented Suggestions
Topic: Make Blueprints a base mechanic.
Replies: 7
Views: 1909

Re: Make Blueprints a base mechanic.

LuckyStar wrote:Correct me if I'm wrong, but isn't this just a question of game balancing?
Well it definitely has balancing implications, but he argues solely from the usability standpoint.
by lpw
Fri Jul 22, 2016 8:44 am
Forum: Implemented Suggestions
Topic: Fit integer number of items in transport belt
Replies: 23
Views: 7964

Re: Fit integer number of items in transport belt

No, it's not a good question, cause you can answer it yourself. :) https://en.wikibooks.org/wiki/Floating_Point/Fixed-Point_Numbers With the answer "it doesn't exist"? (The Page is called "Floating Point/Fixed-Point Numbers" but instead of explaining the difference only explains...
by lpw
Thu Jul 21, 2016 12:56 pm
Forum: Implemented Suggestions
Topic: Fit integer number of items in transport belt
Replies: 23
Views: 7964

Re: Fit integer number of items in transport belt

ssilk wrote:
[...] the fixed-point float numbers [...]
An even better question, what is a fixed-point float number?
by lpw
Wed Jul 20, 2016 7:16 am
Forum: This Forum
Topic: Factorio.com / forum account
Replies: 7
Views: 2421

Re: Factorio.com / forum account

Probably that he would prefer or at least find it less confusing if factorio.com (mods.factorio.com) and forums.factorio.com use the same user-database and maybe even session-cookie. So you can just follow the link in the forum to the mod page and still be logged in. Maybe the accounts can be linked...
by lpw
Fri Jul 15, 2016 8:18 am
Forum: News
Topic: Friday facts #146 - The GFX workflow
Replies: 42
Views: 17112

Re: Friday facts #146 - The GFX workflow

Supercheese wrote:Using bots to transfer filled barrels is very nice...
Sure beats the alternative: Pipe Hell.
How about liquid bots? And provider/requester/storage tanks?

Edit: Those tanks should probably be only 1x1 to be practical....
by lpw
Fri Jul 15, 2016 8:14 am
Forum: General discussion
Topic: Is loop based train design totally broken?
Replies: 21
Views: 18235

Re: Is loop based train design totally broken?

I can just suggest reading through this post viewtopic.php?f=18&t=18621
It's kind of long but will probably answer all your problems.
by lpw
Thu Jul 14, 2016 7:40 am
Forum: General discussion
Topic: Is bitter pathing always been so broken when aggroing tons?
Replies: 10
Views: 2223

Re: Is bitter pathing always been so broken when aggroing tons?

taiiat wrote:i see... 'train' isn't a Verb so therefore the confusion.
It kinda is. With the meaning of forming a "train" of biters.
by lpw
Wed Feb 04, 2015 4:33 pm
Forum: Releases
Topic: Version 0.11.14
Replies: 38
Views: 37714

Re: Version 0.11.14

I dont know why but in every version of factorio i first need to connect to a friend and then leave so he can connect to me as long as i didn't connect to them they cant connect to me and turning my antivirus and firewall off doesn't help and i also cant connect to 1 of my other friends so he cant ...
by lpw
Mon Jan 26, 2015 2:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.13] Debug screen F7 causes CtD while close to tracks
Replies: 5
Views: 1087

Re: [0.11.13] Debug screen F7 causes CtD while close to trac

One of the categories you can set debug info to it's always True, but it's still a debug option. And apparently it's only available to show segments, not blocks and even this visualization is terrible, show_rail_paths or show_rail_connections has a much better visualization. But wit this I was able...
by lpw
Mon Jan 26, 2015 12:59 pm
Forum: Resolved Problems and Bugs
Topic: Furnaces/inserters stuck with this setup
Replies: 17
Views: 10036

Re: Furnaces/inserters stuck with this setup

It requires 5 Iron to produce one steel, so if you have 1-4 iron loaded it can't produce anything. The problem is, that the inserter isn't smart enough to keep loading iron but tries to load something else (which doesn't fit) so it get's stuck loading for example copper ore and stone for your top fu...
by lpw
Mon Jan 26, 2015 12:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.13] Debug screen F7 causes CtD while close to tracks
Replies: 5
Views: 1087

Re: [0.11.13] Debug screen F7 causes CtD while close to trac

True, but the consensus in IRC was, that block marking should not be a debug feature, but more like some usability like the inserter arrows etc.
by lpw
Mon Jan 26, 2015 12:32 am
Forum: Resolved Problems and Bugs
Topic: [0.11.13] Debug screen F7 causes CtD while close to tracks
Replies: 5
Views: 1087

[0.11.13] Debug screen F7 causes CtD while close to tracks

The title says it all, when the full debug screen F7 is active and I move next to train-tracks the game crashes with the error msg "Wrong test path next rail logic". We found this out on IRC because we were locking for a way to show train-track-blocks visually, which F7 does (along with a ...
by lpw
Thu Jan 22, 2015 2:15 pm
Forum: General discussion
Topic: Factorio Speedrun in Less Then 4 Hours!
Replies: 28
Views: 20204

Re: Factorio Speedrun in 4:44 (update from 5:23)

I think when you upload record times like this, you should always include all your settings, especially peacefull and increased resources...

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