Search found 277 matches

by DaleStan
Thu Dec 05, 2019 9:28 pm
Forum: Duplicates
Topic: weird stack inserter and rail bug
Replies: 2
Views: 51

Re: weird stack inserter and rail bug

This looks to me like a duplicate: 76323 and 57642
by DaleStan
Sat Nov 30, 2019 5:46 am
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 54
Views: 7119

Re: Friday Facts #322 - New Particle system

So your assumptions lead you to believe that the factorio devs missed a factor-of-eight size optimization? And you have thought about this and determined that your assumptions are probably correct? If I were trying to design a bit-packed particle system, I'd also include: * Emitter ID (minimum 20 bi...
by DaleStan
Thu Nov 28, 2019 7:06 pm
Forum: Technical Help
Topic: How do radars influence visible chunks updates?
Replies: 10
Views: 218

Re: How do radars influence visible chunks updates?

orzelek wrote:
Thu Nov 28, 2019 5:28 pm
Was you avatar closer to one of the locations?
husnikadam wrote:
Thu Nov 28, 2019 5:50 pm
no it wasn't
This seems exceedingly unlikely. What was the distance from your player to the two locations, and how did you measure that distance?
by DaleStan
Thu Nov 28, 2019 6:59 pm
Forum: Gameplay Help
Topic: Train load/unload balancing
Replies: 3
Views: 150

Re: Train load/unload balancing

I would use a 1-to-6 balancer for each wagon rather than using circuits. But if you want circuits, wire each bank of 6 chests together and send that to the input of an "iron ore / -6, output iron ore" combinator. Use the same wire color to connect the combinator output to all the inserters. The use ...
by DaleStan
Wed Nov 27, 2019 4:22 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2575
Views: 319526

Re: Bugs & FAQ

I'd guess you need to process less saphirite/jivolite and instead process more stiratite/crontinnium. If you're going all the way to purified crystals, you might even stop at crystals for now, since purified gives you 1.5 iron ore per copper ore, while everything else gives you 2 iron ore per copper...
by DaleStan
Wed Nov 27, 2019 3:13 am
Forum: Gameplay Help
Topic: Combinators problem
Replies: 4
Views: 124

Re: Combinators problem

I'd also add: - Combinators operate in discrete time, and implicitly sum all connected outputs. Happy side effect: You can build a clock. (Constant combinator that outputs A=1, connected to both the input and output of an "A < 5, output A's input value" combinator. A starts at 1, increments every ti...
by DaleStan
Tue Nov 26, 2019 12:09 am
Forum: Bob's mods
Topic: Electrolyser for Olefin Plant
Replies: 2
Views: 65

Re: Electrolyser for Olefin Plant

ABPy issues usually need to be reported to kingarthur over here.
He will probably want the list of all the mods you're using.
by DaleStan
Mon Nov 25, 2019 7:49 pm
Forum: Resolved for the next release
Topic: Train pathing penalty is incorrect if there are 2 or more trains in a segment.
Replies: 6
Views: 350

Re: Train pathing penalty is incorrect if there are 2 or more trains in a segment.

9 is almost certainly because, even with the various pathing penalties, the false station is closer than the true station. What problem are you trying to solve with these false stations?
by DaleStan
Mon Nov 25, 2019 1:03 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 897
Views: 91350

Re: [MOD 0.17] Industrial Revolution

https://mods.factorio.com/mod/Industria ... /downloads

Download the version you want and put it in your mods folder. Delete the newer version, or hop through some hoops in the mods window to explicitly select the older version.
by DaleStan
Sun Nov 24, 2019 4:22 am
Forum: Gameplay Help
Topic: pump fails to pump from fluid wagon
Replies: 2
Views: 134

Re: pump fails to pump from fluid wagon

Are there any curves in the rail between the train stop and the fluid wagon? Pumps only work if the portion of the train from the stop to the wagon is straight.
by DaleStan
Tue Nov 19, 2019 2:06 pm
Forum: Logistic Train Network
Topic: delivery problem.
Replies: 14
Views: 383

Re: delivery problem.

For one, that station, unlike one in your save game , has no fluid waiting to be delivered. But if I hook up a creative fluid source, the only other problem I can find is that the minimum provider level is set to 300k (technically 12 tanks, but realistically at least 13), and the maximum capacity of...
by DaleStan
Tue Nov 19, 2019 4:30 am
Forum: Gameplay Help
Topic: Anybody tell me ?
Replies: 6
Views: 287

Re: Anybody tell me ?

None of those words require combinators; the vast majority of my circuit networks have no combinators at all, and optimization is typically more concerned with removing combinators than adding them. Set something up that you think will work. If it doesn't, find a combinator that has an unexpected ou...
by DaleStan
Mon Nov 18, 2019 2:08 pm
Forum: Logistic Train Network
Topic: delivery problem.
Replies: 14
Views: 383

Re: delivery problem.

You'll get better support if you post (not pm) a save.

But I think HSquishy has the right idea. The stations shown in 3.png don't appear to have a request.
by DaleStan
Mon Nov 18, 2019 2:58 am
Forum: Gameplay Help
Topic: Anybody tell me ?
Replies: 6
Views: 287

Re: Anybody tell me ?

If the wiki is not detailed enough, please ask a question that includes what you are doing, what you expect, and what you observe. For example: "I configured an arithmetic combinator as 'input each / 2, output iron ore'. The inputs are 50 iron ore and 5 on signal Q. ** I expected to get an output of...
by DaleStan
Mon Nov 18, 2019 12:58 am
Forum: Pending
Topic: [0.17.78] Bots moving to different network
Replies: 7
Views: 326

Re: [0.17.78] Robots

Unless you post a save, this is going to be filed under either not a bug or won't fix. In order to ensure that robots do not become UPS hogs, they assume that all logistic areas are concave. You can probably get away with stair-stepped diagonals on the edges, but anything that can reasonably be desc...
by DaleStan
Sun Nov 17, 2019 11:09 pm
Forum: Technical Help
Topic: Glitch since last update (17.77)
Replies: 2
Views: 160

Re: Glitch since last update (17.77)

I'd guess that one of your mods decreased the stack size of something, or a mod like BigBags got disabled. If you're certain that's not it, I recommend posting your save.
by DaleStan
Sun Nov 17, 2019 7:44 pm
Forum: Mod Packs / Libs / Special Interest
Topic: Masotorio. [0.17.45 (anything higher at your own risk)]
Replies: 32
Views: 11873

Re: Masotorio. [0.17.45 (anything higher at your own risk)]

0.17.45 is no longer available. If you do not have that saved somewhere (I don't) I recommend downloading the newest versions of all the mods listed and then add the modpack specific files. If that doesn't work, then you can try to figure it out the errors yourself, or you can wait until Sopel updat...
by DaleStan
Sun Nov 17, 2019 7:22 pm
Forum: Questions, reviews and ratings
Topic: 5dims good SPM megabase
Replies: 1
Views: 145

Re: 5dims good SPM megabase

I'm certainly not the authority on this, but I have two opinions: Measure by output: If it produces 1k spm or 1 rpm, your choice, it's a megabase. By this rule, you need 1k spm. Simple, and easy to justify, but if you use this rule with Pyanadon's — well, all I can say is "good luck". Measure by inp...
by DaleStan
Sun Nov 17, 2019 6:56 am
Forum: Show your Creations
Topic: Damn Spaghetti
Replies: 4
Views: 449

Re: Damn Spaghetti

Please set your image to public; I'm only seeing a black-and-white do not enter sign.

(Rather than sign out of google, you can check your settings by opening the page with Incognito in Chrome or Private Browsing in Firefox.)
by DaleStan
Thu Nov 07, 2019 8:27 pm
Forum: Duplicates
Topic: Pollution values are wrong after modules inserted
Replies: 8
Views: 190

Re: Pollution values are wrong after modules inserted

The power source generates (or doesn't, in the case of solar and nuclear) its own pollution. The pollution on the tooltip is the pollution generated by building itself, regardless of how it gets its power. In our world, simply consuming electricity (running an refrigerator or an oven) does not, in a...

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