I'm not 100% sure, but this can probably deadlock. At least I tried something similar and it deadlocked without chain signals.
Search found 15 matches
- Wed Oct 23, 2024 1:01 pm
- Forum: Railway Setups
- Topic: 2.0 Intersection Compendium
- Replies: 57
- Views: 23152
- Wed Oct 23, 2024 6:13 am
- Forum: Railway Setups
- Topic: 2.0 Intersection Compendium
- Replies: 57
- Views: 23152
Re: 2.0 Intersection Compendium
Simple intersection. Fits into a chunk (but needs buffers after the intersection). Should be fine for non-megabase stages of the game. At last we can make this one, previously impossible because signals could not be placed where needed/ 0eNqlmutuGksQhN9lf2Nre+7Dq0RHEbZXyUo2jgBHJ7J49+ALEEwtW7X8tMV+6u...
- Tue Oct 22, 2024 9:59 pm
- Forum: Railway Setups
- Topic: 2.0 Intersection Compendium
- Replies: 57
- Views: 23152
Re: 2.0 Intersection Compendium
Some sort of merge between Star intersection from OpenTTD and whirpool intersection I used before. Call it whatever you want. 0eNqlndtunLcORt9lrp1CEqlTXmWjKJzGuzXgOIHjFLso8u7bqaVxOubE63Mv2yarHP08SaLIvw7vbr5cfbq7vr0/vP3rcP3rx9vPh7f/+evw+fq328ubb//u9vLD1eHt4e7y+ubw9eJwffv+6n+Ht/nrzxeHq9v76/vrq8e/8fc//...
- Mon Oct 21, 2024 9:53 pm
- Forum: Not a bug
- Topic: [2.0.8] Rail signal that does not split rail blocks
- Replies: 5
- Views: 374
[2.0.8] Rail signal that does not split rail blocks
I was designing a rail intersection, and created two diagonal rails close to each other, and a small connection between them. I can place a rail signal on this small connection, that does not split these diagonal rails into separate blocks. See the screenshot that shows that diagonal rails are the s...
- Thu Jun 11, 2020 9:32 am
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 45232
Re: Request: Max number of trains for stations
Also waiting for feature like this.
- Fri May 29, 2020 10:25 am
- Forum: Logistic Train Network
- Topic: [1.13.7] Stations with idendical names: incorrect number of items requested/provided.
- Replies: 1
- Views: 1360
[1.13.7] Stations with idendical names: incorrect number of items requested/provided.
I was trying to debug this issue: https://mods.factorio.com/mod/LTN_screensaver/discussion/5ea13992f48d48000c572987 , and ran into a problem(?) with 1.13.x. Setup: two idendical loops with idendical station names with different network ID (#1 and #2). Each station requests 100 copper. For some reaso...
- Wed Feb 26, 2020 3:15 pm
- Forum: Implemented Suggestions
- Topic: Add functionality to limit the number of incoming trains per station.
- Replies: 52
- Views: 77539
Add functionality to limit the number of incoming trains per station.
TL:DR Add LTN-like functionality that limits the number of trains that can have a particular station (out of many with the same name) as a destination. OR Add some more signals for trains and stations so players can implement the limit themselves. What The easiest (for a player, I mean) way would b...
- Thu Jan 23, 2020 9:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [0.18.0] Filter inserter teleports items out of train on the other side of the map
- Replies: 7
- Views: 4473
Re: [Rseding] [0.18.0] Filter inserter teleports items out of train on the other side of the map
I have a similar problem, but it's with LTN+LTN Combinator mod active. Inserters load items in two trains at the same time: one at the station, one at the LTN depot. I know it's a modded game, but I don't think the problem is because of the mod. First I asked mod developer about the bug, and he sent...
- Wed Jan 22, 2020 3:50 pm
- Forum: Logistic Train Network
- Topic: LTN 1.12.1 Items loaded in the train on the provider stations also appear in the train in the depot.
- Replies: 2
- Views: 1635
Re: LTN 1.12.1 Items loaded in the train on the provider stations also appear in the train in the depot.
Looks like the same bug, yes. Sorry. The only reason I posted it here because I couldn't reproduce it with no mods,
- Wed Jan 22, 2020 2:13 pm
- Forum: Logistic Train Network
- Topic: LTN 1.12.1 Items loaded in the train on the provider stations also appear in the train in the depot.
- Replies: 2
- Views: 1635
LTN 1.12.1 Items loaded in the train on the provider stations also appear in the train in the depot.
Had LTN+LTN Combinator+(some other mods like creative items, nanobots, and so on) base in 0.17, upgraded to 0.18. Base worked fine in 0.17 but in 0.18 sometimes there is a problem with train loading: a train arrives at the provider station, gets loaded, and at the same time some seemingly random tra...
- Mon Jan 20, 2020 5:28 pm
- Forum: Logistic Train Network
- Topic: Can provide/request priority be negative?
- Replies: 1
- Views: 1215
Can provide/request priority be negative?
As it's in the title. I want my modules factory to have the lowest priority for circuits, so it get leftovers only. Can I set the station request priority to, say, -10 for that, will negative number work? Also, how does priority work? Does the difference in value matter (1000 is much more important ...
- Sun Dec 08, 2019 5:59 pm
- Forum: Ideas and Suggestions
- Topic: Building belts by dragging mouse should choose belt direction.
- Replies: 4
- Views: 1807
Re: Building belts by dragging mouse should choose belt direction.
I tried the mod. I prefer to use it now, but have a couple of problems with it: 1) It doesn't work with ghost building. 2) It doesn't replace already existing belts, so if I made a mistake, I have to deconstruct it and rebuild the belt. 3) It feels a bit laggy: say, I want to place three belts (each...
- Mon Dec 02, 2019 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Building belts by dragging mouse should choose belt direction.
- Replies: 4
- Views: 1807
Re: Building belts by dragging mouse should choose belt direction.
Looks like that, yes. Thank you. There is always a mod in Factorio for [place your suggestion here] Vanila could have been nice though.
- Mon Dec 02, 2019 5:22 pm
- Forum: Ideas and Suggestions
- Topic: Building belts by dragging mouse should choose belt direction.
- Replies: 4
- Views: 1807
Building belts by dragging mouse should choose belt direction.
It seems to me, that when I build the base I spend 30% of the time just pressing R to rotate the belts. It's especially obvious when building corners for 8 belts. I wish there was a method to place belts by dragging the cursor, e.g, I drag the mouse from bottom to top, and the belt gets placed going...
- Mon Jul 15, 2019 7:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"
- Replies: 13
- Views: 4135
Re: [0.17.54] Sync mods with save: disabled mods show as "keep enabled"
I have the same problem in 0.17.57, while 0.17.56 seems to work fine. But it happens only with SOME saves, with others mod sync works correctly. Here is an example of save that tries to load all downloaded mods.