Search found 37 matches
- Tue Feb 22, 2022 11:59 pm
- Forum: Logistic Train Network
- Topic: LTN Adding Train Schedules on Non-Depot Stop
- Replies: 5
- Views: 1148
Re: LTN Adding Train Schedules on Non-Depot Stop
Back to this... I have a circuit that sets the depot signal only when the train is present, similar to the example you provided. However, without the depot signal, trains will still go to these stops because the name matches the return stop in their schedule. They arrive, depot signal remains absent...
- Tue Feb 01, 2022 9:02 pm
- Forum: Logistic Train Network
- Topic: [Fixed] bad LTN output from inserters stuck with items
- Replies: 20
- Views: 3654
Re: [Wont fix] bad LTN output from inserters stuck with items
I don't expect you to fix train loading; that's my problem.
The question is: Why did LTN's "output combinator" change because some wayward assemblers mistakenly dropped something into an arriving train?
The question is: Why did LTN's "output combinator" change because some wayward assemblers mistakenly dropped something into an arriving train?
- Sun Jan 30, 2022 1:07 am
- Forum: Logistic Train Network
- Topic: [Fixed] bad LTN output from inserters stuck with items
- Replies: 20
- Views: 3654
Re: LTN "Output" Doesn't Match Request or Schedule
The trigger is a few inserters left holding stone, 7 of them to be exact. These get dropped in the train the moment it arrives and causes 7 stone to be added to the LTN "output" combinator even though they're not part of the original request. And it's definitely the output combinator I'm l...
- Sun Jan 30, 2022 12:48 am
- Forum: Logistic Train Network
- Topic: [Fixed] bad LTN output from inserters stuck with items
- Replies: 20
- Views: 3654
Re: LTN "Output" Doesn't Match Request or Schedule
It definitely does. I even removed (actual remove, not just disconnect) everything except the LTN stop and the output is the same.
I've kept the state in a separate save if you want me to check anything else. For now, I'm going to destroy and recreate the LTN stop and see if the problem goes away.
I've kept the state in a separate save if you want me to check anything else. For now, I'm going to destroy and recreate the LTN stop and see if the problem goes away.
- Sun Jan 16, 2022 3:52 pm
- Forum: Logistic Train Network
- Topic: [Fixed] bad LTN output from inserters stuck with items
- Replies: 20
- Views: 3654
LTN "Output" Doesn't Match Request or Schedule
LTN v1.16.7 I'm playing Space Exploration. I have a requester station ("Typhoonator") requesting "core fragments" and a provider ("Vulcanite Core Processing") providing cryonite, stone, and core fragments. (Both stations have incorrect names due to blueprint copying.) F...
- Sun Feb 21, 2021 3:50 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.25] Crash loading 0.18.18-1 save (TransportLine::comparator)
- Replies: 4
- Views: 1723
Re: Crash Loading Old Game
The problem was that the save was an Angel/Bob save and I didn't have those mods enabled while trying to load it. After enabling those mods, it loads again.
So it was going to fail but I expect it shouldn't fail quite this way.
-- Brian
So it was going to fail but I expect it shouldn't fail quite this way.
-- Brian
- Sun Feb 21, 2021 3:41 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.25] Crash loading 0.18.18-1 save (TransportLine::comparator)
- Replies: 4
- Views: 1723
[boskid][1.1.25] Crash loading 0.18.18-1 save (TransportLine::comparator)
I have an old saved game (from 0.18, I think) that I've loaded a dozen times recently (but never saved) so I could copy some old designs. Suddenly it started crashing Factorio when loaded. Attached are the logs taken from crashes just before and just after a full reboot of my machine with no other a...
- Mon Feb 01, 2021 2:07 am
- Forum: Ideas and Suggestions
- Topic: Improved Task Queuing for Bots
- Replies: 4
- Views: 818
Re: Improved Task Queuing for Bots
Thanks for the pointer.
- Sun Jan 31, 2021 7:47 pm
- Forum: Ideas and Suggestions
- Topic: Improved Task Queuing for Bots
- Replies: 4
- Views: 818
Re: Improved Task Queuing for Bots
I did consider that but breaking a blueprint into three or four different blueprints, each with a different set of materials just isn't practical. Not only would it be a very time consuming and error-prone manual process but it would have to be done anew any time changes were necessary on the design...
- Sun Jan 31, 2021 5:43 pm
- Forum: Ideas and Suggestions
- Topic: Improved Task Queuing for Bots
- Replies: 4
- Views: 818
Improved Task Queuing for Bots
Let me start by saying that Factorio is one of the very best games I've ever encountered and surely the best money I've ever spent given the number of hours I've played. During the development of my self-building mega-factory blueprints ( https://factorioprints.com/view/-MNZWdWosuqr3vtaC2hD ), I've ...
- Tue Jan 26, 2021 3:15 pm
- Forum: Logistic Train Network
- Topic: More Detail in Some Log Messages
- Replies: 3
- Views: 667
More Detail in Some Log Messages
There are a couple LTN log messages on which more detail would be helpful.
"No station providing...": Include the train length limits.
"No train found of length...": Include "cargo" or "fluid" detail.
"No station providing...": Include the train length limits.
"No train found of length...": Include "cargo" or "fluid" detail.
- Wed Jan 13, 2021 8:30 pm
- Forum: Logistic Train Network
- Topic: LTN Adding Train Schedules on Non-Depot Stop
- Replies: 5
- Views: 1148
Re: LTN Adding Train Schedules on Non-Depot Stop
I looked at something similar but, if I'm not mistaken, it'll still output the depot signal for a single tick. If the caching of the value was done the tick before (when the train landed) then presumably that is sufficient?
- Tue Jan 12, 2021 7:13 pm
- Forum: Logistic Train Network
- Topic: LTN Adding Train Schedules on Non-Depot Stop
- Replies: 5
- Views: 1148
Re: LTN Adding Train Schedules on Non-Depot Stop
It's too bad that LTN can't double-check the "depot" signal before doing the final assignment.
Do you have a recommended circuit for this? I haven't figured out a circuit that's less than three gates while it takes only one gate to turn it off if non-empty.
Do you have a recommended circuit for this? I haven't figured out a circuit that's less than three gates while it takes only one gate to turn it off if non-empty.
- Fri Jan 08, 2021 5:46 pm
- Forum: Logistic Train Network
- Topic: LTN Adding Train Schedules on Non-Depot Stop
- Replies: 5
- Views: 1148
LTN Adding Train Schedules on Non-Depot Stop
Factorio 1.1.6 LTN v1.15.0 It seems that LTN will add schedules to trains at stops that were depots but are no longer. I have a circuit that only sets the "depot" signal when there are no train contents at the train stop. The goal is to stop a non-empty train from going out again and deliv...
- Sat Dec 19, 2020 6:41 pm
- Forum: Gameplay Help
- Topic: How is the filtered-stack-inserter filter chosen?
- Replies: 2
- Views: 513
Re: How is the filtered-stack-inserter filter chosen?
Thanks. Too bad it doesn't rank it by signal value. That could be useful sometimes. Not a big enough benefit to justify the cpu cycles, I guess.
- Sat Dec 19, 2020 5:36 am
- Forum: Gameplay Help
- Topic: How is the filtered-stack-inserter filter chosen?
- Replies: 2
- Views: 513
How is the filtered-stack-inserter filter chosen?
Factorio v1.1.6 I'm trying to understand how "set filters" works with the filtered-stack-inserter. I know it ignores signals with negative values, but other than that, how is the single item selected from the positive signals? I ask because I have a chain of filtered-stack-inserters with &...
- Fri Dec 18, 2020 10:31 pm
- Forum: Duplicates
- Topic: Reconsideration of "won't fix" bug regarding ghost-poles not being connected.
- Replies: 4
- Views: 2268
Re: Reconsideration of "won't fix" bug regarding ghost-poles not being connected.
It's not a duplicate report as the original report was about a placed blueprint having to be placed again. I'm telling you that the bug is damaging a blueprint template: a work that is kept around and modified as need be. Blueprints are then taken from that for use in the factory. After the update t...
- Fri Dec 18, 2020 7:48 pm
- Forum: Duplicates
- Topic: Reconsideration of "won't fix" bug regarding ghost-poles not being connected.
- Replies: 4
- Views: 2268
Reconsideration of "won't fix" bug regarding ghost-poles not being connected.
I added a comment to a "won't fix" bug but I'm not sure it was seen. https://forums.factorio.com/viewtopic.php?f=58&t=91880 This is not a "minor" issue, nor is it always easily corrected. If anyone works with a sandbox that has designs that are fully or partially "ghost&...
- Thu Dec 17, 2020 3:00 pm
- Forum: Won't fix.
- Topic: [1.1.0] Ghost poles placed in 1.0 are built without electric wires
- Replies: 5
- Views: 1420
Re: [1.1.0] Ghost poles placed in 1.0 are built without electric wires
This is NOT a "minor" issue, nor is it always easily corrected. For those of us that use a sandbox to work with ghost designs and then create blueprints from those ghost designs, it corrupts the blueprints. If we then share these blueprints, it causes problems for the users of them. Detail...
- Thu Dec 17, 2020 2:57 pm
- Forum: Duplicates
- Topic: 1.1.x Removes 1.0.0 Connections Between Ghost Power Units
- Replies: 3
- Views: 1225
Re: 1.1.x Removes 1.0.0 Connections Between Ghost Power Units
Here's my method of fixing my blueprints: 1) Make sure the blueprint matches the ghost factory. 2) Destroy the ghost factory. Ensure no "realized" entities remain. 3) Place the broken blueprint. 4) Use a destruction planner to remove poles and substations. 5) Undo! 6) Capture a new bluepri...