Search found 49 matches

by rhynex
Fri Jun 04, 2021 11:28 pm
Forum: Gameplay Help
Topic: Prevent bots from building ghost elements
Replies: 8
Views: 650

Re: Prevent bots from building ghost elements

not entirely what you ask for but there is a way to achieve that. I assume you already turned off your personal roboport. install mod https://mods.factorio.com/mod/LogiNetChannels assign your roboports to another channel (it supports 0 to 8 I believe). update your roboports to anything but 0 so the ...
by rhynex
Tue May 04, 2021 8:55 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Fully compressing a blue belt with one box
Replies: 23
Views: 4069

Re: Fully compressing a blue belt with one box

I liked the challenge, may I join? :D I did this with using splitter and I was able to tile it next to each other, vertical and also horizontal. I even posted here, on same page down some threads: https://forums.factorio.com/viewtopic.php?f=202&t=89147 what I could come up without splitter was t...
by rhynex
Mon May 03, 2021 6:14 pm
Forum: Gameplay Help
Topic: Bots vs balancers
Replies: 9
Views: 911

Re: Bots vs balancers

I had same problem for my base so I shall list what I tried. maybe you can take these as suggestions depending on your play style. I use belts for factories but bots unload/load to/from blue belts (I use bots for balancers, high amount requester chests solve balancing problems generally). most of my...
by rhynex
Sun May 02, 2021 8:24 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
Replies: 11
Views: 3063

Re: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice

@boskid, I did not think it was a signalling bug, sorry for the confusion.
thanks for looking into the issue. I was going to ask about the no-path problem as well but actually it is part of the bug then and it shall be fixed too. sweet!
by rhynex
Sun May 02, 2021 9:12 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
Replies: 11
Views: 3063

Re: train station limit causes trains hard stop sometimes randomly

thanks for answers. what I realized and did: - captured trains which suffer hard stop and realized all ore types have this problem, not only a single type. I deleted all copper, uranium and stone stations one by one and set up a dummy train to go to each of them one by one, not manually but within t...
by rhynex
Sun May 02, 2021 12:13 am
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
Replies: 11
Views: 3063

Re: train station limit causes trains hard stop sometimes randomly

I tried to capture a video in game. it happens in one t-junction because I realized it there but every t-junction is same design and I am trying with alternates I also thought signaling was bad so I am testing other t-junctions on same place. if you think there is a mistake then I would like to know...
by rhynex
Sat May 01, 2021 9:22 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
Replies: 11
Views: 3063

[boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice

hello everyone, I have a question and I think I am confused about the train station limit. I have a large base and I have several ore outposts. all outposts share same name like "(S) Iron" and "(D) Iron" (supply and demand). there is no special logic and every ore train is same. ...
by rhynex
Tue Apr 06, 2021 5:05 pm
Forum: Duplicates
Topic: [1.1.30] train blueprint sometimes connects two separate trains
Replies: 1
Views: 226

[1.1.30] train blueprint sometimes connects two separate trains

I could not find if it is an already reported bug. version:1.1.30, build 58304, win64 vanilla, no mods, used editor mode to reproduce but not necessary steps to reproduce: - put rail and station as shown in image: https://i.imgur.com/g1EUntJ.png - put red train and wagon for it connected by hand, au...
by rhynex
Mon Dec 28, 2020 4:35 pm
Forum: Show your Creations
Topic: compact artillery outpost
Replies: 1
Views: 691

compact artillery outpost

a small size (69x41) distant artillery outpost, entities delivered by a single train (dual direction), train in image artillery wagon stores more artillery shell so I used it (15 vs 100) instead of artillery turret. vertical artillery wagon is not part of train of course, it is stationary. it shoots...
by rhynex
Tue Dec 08, 2020 9:47 pm
Forum: Railway Setups
Topic: load a train with missing items(without circuit net between stations)
Replies: 19
Views: 1808

Re: load a train with missing items(without circuit net between stations)

overall it is a nice solution. I guess creating a mod about virtual items should not be a problem. we have signal letters/numbers and it should be easy to convert them into items/recipes I guess. like item "A", created with green circuit etc. it shall be your substitute. sorry, I have not...
by rhynex
Tue Dec 08, 2020 7:20 pm
Forum: Show your Creations
Topic: empty bucket on trigger (based on shishi-odoshi)
Replies: 6
Views: 1075

Re: empty bucket on trigger (based on shishi-odoshi)

Deliver hot steam from the main nuclear plant is most efficient way how to deliver energy to a distant outpost. Dont understand why you can not. I did this for my 2.4k 0.16 base. the train traffic was stupidly high. I changed to centralized power but bugs ate my poles, also rails, many things crumb...
by rhynex
Fri Oct 09, 2020 2:47 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 34681

Re: Friday Facts #361 - Train stop limit, Tips and tricks

a question, I think it is covered but I could not understand what the actual wall of text mentioned about NO_PATH. what happens lets say biters attacks rails (destroy them) or trains, making trains unable to reach the target station? are they dropped from that limit? what about temporary stations w...
by rhynex
Fri Oct 09, 2020 1:42 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 34681

Re: Friday Facts #361 - Train stop limit, Tips and tricks

a question, I think it is covered but I could not understand what the actual wall of text mentioned about NO_PATH. what happens lets say biters attacks rails (destroy them) or trains, making trains unable to reach the target station? are they dropped from that limit? what about temporary stations wh...
by rhynex
Mon Sep 07, 2020 10:03 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: belt-to-chest or chest-to-belt designs, single chest and blue belt
Replies: 0
Views: 1237

belt-to-chest or chest-to-belt designs, single chest and blue belt

belts are blue, express belts. https://i.imgur.com/1UVnzQG.png two designs for switching from blue belt to logistic network chests (bots) or vice versa. they are as compact as possible. belt loader is there to show the belt-to-chest design does not miss any item and consumes entire belt. chest-to-be...
by rhynex
Mon Aug 31, 2020 9:57 pm
Forum: Show your Creations
Topic: empty bucket on trigger (based on shishi-odoshi)
Replies: 6
Views: 1075

empty bucket on trigger (based on shishi-odoshi)

hey, just a minor trick I wanted so show you. this is a design I shall use on my ore/oil outposts. https://i.imgur.com/6ghmMxv.png origin: I do not want to use electric network of my base for outposts and I shall not deliver steam to outposts with trains either, instead my outposts shall have this s...
by rhynex
Thu Feb 06, 2020 9:47 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 45spm cheap and compact science layout
Replies: 1
Views: 1325

45spm cheap and compact science layout

45 science pack per min (no space science but includes military science) cheap and buildable with early entities, based on ASM-2 (blue assembler). no complex structure or belt waving, minor spaghetti alert. takes input from left and outputs to right. uses chemical plants, asm-2, yellow/red/blue inse...
by rhynex
Tue Jan 21, 2020 1:31 pm
Forum: Modding help
Topic: is it possible to create an explosion upon an item's destruction?
Replies: 2
Views: 320

Re: is it possible to create an explosion upon an item's destruction?

awesome. thank you. I shall try this tonight.
Is there a mod you have in mind as an example so I can steal some code ? :D
by rhynex
Mon Jan 20, 2020 11:33 am
Forum: Modding help
Topic: is it possible to create an explosion upon an item's destruction?
Replies: 2
Views: 320

is it possible to create an explosion upon an item's destruction?

as title asks. I want to prevent or at least give side effects to player if player decides to attack the chest containing that specific item (it is not an entity). background: lets assume you use item A and B in a recipe and create item "Dangerous". then player puts the item "Dangerou...
by rhynex
Wed Nov 13, 2019 10:16 am
Forum: Modding help
Topic: inherent productivity module on an assembler
Replies: 2
Views: 388

Re: inherent productivity module on an assembler

eradicator wrote: ↑
Tue Nov 12, 2019 1:45 pm
viewtopic.php?p=442084#p442084
LuaEntityPrototype::base_productivity
oh it is sth new.
thanks a lot.
by rhynex
Tue Nov 12, 2019 12:41 pm
Forum: Modding help
Topic: inherent productivity module on an assembler
Replies: 2
Views: 388

inherent productivity module on an assembler

hello, I am trying to build an assembler entity which does not support modules at all (beacon or module) but I want it to have a productivity bonus like a prod module. Is this possible? note: I tried allowed_effects = { "productivity" } but it does not work because negative speed is also c...

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