Search found 15 matches

by ruspartisan
Wed Oct 23, 2024 1:01 pm
Forum: Railway Setups
Topic: 2.0 Intersection Compendium
Replies: 57
Views: 23152

Re: 2.0 Intersection Compendium

mmmPI wrote: ↑
Wed Oct 23, 2024 12:03 pm
Designed to be cheap to build and compact for first junctions with elevated rails, 94x86 footprint, 2 tiles spacing.
I'm not 100% sure, but this can probably deadlock. At least I tried something similar and it deadlocked without chain signals.
by ruspartisan
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...
by ruspartisan
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//...
by ruspartisan
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...
by ruspartisan
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.
by ruspartisan
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...
by ruspartisan
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...
by ruspartisan
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...
by ruspartisan
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,
by ruspartisan
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...
by ruspartisan
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 ...
by ruspartisan
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...
by ruspartisan
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.
by ruspartisan
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...
by ruspartisan
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.

Go to advanced search