Search found 58 matches

by rhynex
Mon May 30, 2022 8:01 am
Forum: Modding help
Topic: updated burner production cannot satisfy the electric need until game restart
Replies: 3
Views: 323

Re: updated burner production cannot satisfy the electric need until game restart

hello Rseding91,

I changed visibility of the repo again. you can have a look if you still need to. you can check commit with f9e8c13 for repro. in first post I put a repro steps. sorry, my mod is still a mess and it is hard to make it work.
thanks for the fix.
by rhynex
Sun May 29, 2022 8:50 pm
Forum: Modding help
Topic: cliff and resource generation
Replies: 0
Views: 151

cliff and resource generation

hello, a simple question but maybe more directed towards devs or to people who worked with cliffs or resources. I am generating cliffs with script and it works good until the chunks have some resource generated as well. in that case my cliffs are either not created or destroyed later (seems latter b...
by rhynex
Sun May 22, 2022 11:35 pm
Forum: Modding help
Topic: updated burner production cannot satisfy the electric need until game restart
Replies: 3
Views: 323

updated burner production cannot satisfy the electric need until game restart

hello, I am trying to make a mod about a new burner generator (takes fuel and generates power). it supports some tech which upgrades stuff. my problem is about the capacity when I replace the entity in code. in mod code I have multiple entities of furnaces, representing each versions. first furnace ...
by rhynex
Fri Feb 18, 2022 9:07 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 199
Views: 59928

Re: Friday Facts #367 - Expansion news

So exciting, can't sleep anymore. What I imagine : β€’ Sky / Underground / Water management β€’ Critters natives from those 3 environments β€’ Vehicles for those 3 environments β€’ Animal / Cybernetics mounts β€’ New measures against pollution β€’ Rust, erosion and machine lifetime β€’ Interaction with other int...
by rhynex
Sat Nov 20, 2021 8:04 pm
Forum: General discussion
Topic: survival focused game map ideas
Replies: 7
Views: 1172

Re: survival focused game map ideas

I dont think you understood it. this is single player. whatever I do is the rule.
I already said building wall surrounding the factory area is boring. I want other ideas.
by rhynex
Sat Nov 20, 2021 1:52 pm
Forum: General discussion
Topic: survival focused game map ideas
Replies: 7
Views: 1172

survival focused game map ideas

hello everyone. I am sorry if this thread should be in another subforum, I could not decide where to ask. I am looking for ideas (mods are completely fine and welcome) for a map setup which will force the player to defend the base and train network somehow but not with a wall surrounding entire map ...
by rhynex
Sun Aug 29, 2021 12:19 pm
Forum: Gameplay Help
Topic: [1.1.36] Spidertron dependencies satisfied but tech not available for research
Replies: 2
Views: 483

Re: [1.1.36] Spidertron dependencies satisfied but tech not available for research

I just checked your game and saw you have not researched "efficiency module 3" yet, it is a dependency missing. research it and check again.
scroll up a little in research window. it is a middle tech just under purple science pack and above power armor.
by rhynex
Sat Aug 28, 2021 11:22 am
Forum: Assigned
Topic: [Rseding] [1.1.37] Logistic chests still show "Out of network" warning after deinstalling mod
Replies: 2
Views: 832

Re: [1.1.37] Logistic chests still show "Out of network" warning after deinstalling mod

hello, a simple game is attached https://drive.google.com/file/d/160SsKvRgy0iATt1VPf7f-w3JicXjZqdp/view?usp=sharing I hope it should be accessible just fine. I set the range to 10 in the game. disable the mod and reload the game, you shall see the red chests are out of network notification immediate...
by rhynex
Sun Aug 22, 2021 2:50 pm
Forum: Assigned
Topic: [Rseding] [1.1.37] Logistic chests still show "Out of network" warning after deinstalling mod
Replies: 2
Views: 832

[Rseding] [1.1.37] Logistic chests still show "Out of network" warning after deinstalling mod

hello, I am not sure if this is considered a bug, maybe working as intended. what I did? - I installed a mod that changes roboport logistic network, download any you want. - I set the roboport range to let's say 5 only, very short - I opened a map and put a roboport, requester chest within expected ...
by rhynex
Fri Jun 04, 2021 11:28 pm
Forum: Gameplay Help
Topic: Prevent bots from building ghost elements
Replies: 8
Views: 1307

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: 6738

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: 1838

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: 4813

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: 4813

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: 4813

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: 4813

[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: 484

[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: 1545

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: 3599

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: 1870

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...

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