Search found 129 matches

by Tallinu
Sat Oct 07, 2023 9:58 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 24717

Re: Friday Facts #379 - Abstract rewiring

Along the lines of train improvements and UI interaction improvements, I hope that assigning filters to train cargo wagons will become easier. Being able to drag across multiple slots instead of having to click them individually, like you can do when copying and pasting recipes between machines, wou...
by Tallinu
Sun Oct 01, 2023 3:13 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 290
Views: 145940

Re: 3 and 4 way intersections

Oh yes. Too bad it's only straight horizontal and vertical for the ramps, but still! It's a "mod" as much as the rest of the expansion content will be a mod but that's just so you can enable and disable it really. The bits that require the expansion like ramps will need to be clearly marke...
by Tallinu
Sat Sep 30, 2023 8:58 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 74509

Re: Friday Facts #378 - Trains on another level

Additionally, as this is a radical game-alteration, not having it be vanilla feels like they are essentially forcing you to buy the DLC to make the planetside game easier on yourself, enabling you to avoid at least some types of junctions and all the signaling and other things involved, as mentione...
by Tallinu
Fri Sep 29, 2023 6:48 pm
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 74509

Re: Friday Facts #378 - Trains on another level

Holy cow! Are we done with the railway surprises now, or do you have more coming?! :o :lol: :D It would be neat if big electric poles also received similar treatment to the rail supports by being one of the only entities that can be placed on water, though that's more of an aesthetic desire than any...
by Tallinu
Sat Sep 23, 2023 1:02 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 290
Views: 145940

Re: 3 and 4 way intersections

So. Today's FFF (#377) on rail changes. (Insert George Takei "Oh my!" here. I can neither confirm nor deny the reports of uncontrolled giggling.)

Seriously though, holy crap that's going to make things interesting for intersection design.
by Tallinu
Sun Sep 10, 2023 5:32 am
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 798
Views: 120525

Re: Friday Facts #375 - Quality

This sounds amazing. Can't wait to try out that legendary power armor and spidertrons!
by Tallinu
Sun Jul 31, 2022 9:11 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 290
Views: 145940

Re: 3 and 4 way intersections

Alright. That looks good, thanks!
by Tallinu
Sat Jul 30, 2022 11:31 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 290
Views: 145940

Re: 3 and 4 way intersections

Glad to hear it, I got my start on these in basically the same way! :D Your logic is quite reasonable, and I was mostly joking anyway. I wonder if you could put in a header at the 92 position for "MultiCross Expanded: 92" with a "See below" link to the spot the existing entry is ...
by Tallinu
Fri Jul 29, 2022 12:57 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 290
Views: 145940

Re: 3 and 4 way intersections

Hey guys, long time no visit! Nice to see this stuff is still alive and kicking in a new home! Some really interesting new designs in the list... I took the Parallel Multicross and... I had worked on a more parallel version of the Multicross myself (as well as a "turbo" circuit-controlled ...
by Tallinu
Fri Oct 29, 2021 6:56 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867532

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Whew, it sure has been a while! I don't have time to get all caught up but I did notice this one: btw if anyone is interested I made a variation on Tallinu's Whirlpool design Very nice! Does somebody still have the bp for that behemoth?? The link to the past e bin is not available anymore. Don't kno...
by Tallinu
Thu Apr 25, 2019 9:58 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867532

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Let's see... http://fbpviewer.trakos.pl/b/OoOTd5Vodk7EPlopltHjTMrkK2w Interesting adaptation. That 6x6 square in the center means it would still have room for LHD signal placement. Would only be able to put a medium power pole in there with the roboport, or a nearby substation could be used to power...
by Tallinu
Tue Mar 19, 2019 1:20 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
Replies: 4
Views: 1910

Re: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)

Well neither of those would be the correct button with the way I have them bound. Shouldn't it simply refer to the actual "pick up/drop item stack" binding in the Inventory section, since that can be bound differently from the others (as in my case)...?
by Tallinu
Mon Mar 18, 2019 2:22 am
Forum: Not a bug
Topic: [0.17.9] Physical Projectile Damage 2 pre-requisite missing
Replies: 8
Views: 2354

Re: [0.17.9] Physical Projectile Damage 2 pre-requisite missing

This is clearly not "working as intended." The way the tech tree revamp was described, EVERY technology entry which requires a kind of science pack that has to be researched (as in, all except automation science packs) is now supposed to list that science pack technology as a prerequisite,...
by Tallinu
Sat Mar 16, 2019 11:12 am
Forum: Resolved Problems and Bugs
Topic: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
Replies: 4
Views: 1910

[abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)

Long-time player here. I fired up the new campaign to have a look at it and within the first minute discovered something not quite right. I have changed certain mouse button bindings from the defaults, and while the robot gives me the correct instructions (using the bindings I've assigned), the popu...
by Tallinu
Sun Feb 17, 2019 11:33 am
Forum: News
Topic: Friday Facts #282 - 0.17 in sight
Replies: 186
Views: 83139

Re: Friday Facts #282 - 0.17 in sight

Please, while you are changing the way the quickbar works, make sure that there's an easy way to drop an arbitrary desired quantity of a held item into multiple machines, especially as you run or drag your mouse across a row of them. For example, putting 10 coal into each furnace, or 15 magazines in...
by Tallinu
Fri Dec 07, 2018 11:03 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867532

Re: 4-way intersections: Throughput and deadlocks [image heavy]

The worst I've seen happen is for a train that was approaching the forced signal to instantaneously stop or slow until its braking distance doesn't enter the now closed block that it was approaching. But even if another train is following that one, because trains are not allowed to tailgate each oth...
by Tallinu
Fri Dec 07, 2018 7:31 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998767

Re: [0.16] Sea Block Pack 0.2.17

Well, now I'm really scratching my head! That link gave me the same file I downloaded the other day, and as I look at the contents more carefully, they do match the versions of the mods that are currently in my mods folder (which came from using Factorio's built-in mod portal to auto-update them). I...
by Tallinu
Thu Dec 06, 2018 12:34 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 998767

Re: [0.16] Sea Block Pack 0.2.17

The following was presumably the result of user error, or some mysterious gremlins messing with my computer. Sea block pack 0.2.17 has been released. Check first post for download link. Update 2018-11-19, version 0.2.17 Reduce cellulose fiber and wood pellet crafting time. ScienceCostTweaker science...
by Tallinu
Wed Dec 05, 2018 3:32 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867532

Re: 4-way intersections: Throughput and deadlocks [image heavy]

I've been lurking and keeping an eye on developments here, but didn't really have anything to add and was busy with other things. Thanks, but unfortunately one of the drawbacks of that system is that it has to be manually adjusted, pretty much by repeated testing, for trains of different lengths or ...
by Tallinu
Wed Dec 05, 2018 9:54 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 867532

Re: 4-way intersections: Throughput and deadlocks [image heavy]

Ok, here is a saved 2-lane map. Throughput tester 2-lane.zip That's certainly easier to clear out for a new test than the eight-laner on the original, but why did you find it necessary to clear the other lanes all the way back to the spawners? :lol: No harm in it if all you ever test is 2-lane stuf...

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