Search found 467 matches

by ptx0
Sun Nov 29, 2020 3:14 am
Forum: Releases
Topic: Version 1.1.2
Replies: 7
Views: 4338

Re: Version 1.1.2

think you created a regression, because my logistics slots layout changed drastically. everything moved around, which is frustrating because I knew where items were in my requests and now I'm hunting for everything. With/without mods? How many pages/slots were set? show example? Works fine for me o...
by ptx0
Sat Nov 28, 2020 10:59 pm
Forum: Releases
Topic: Version 1.1.2
Replies: 7
Views: 4338

Re: Version 1.1.2

think you created a regression, because my logistics slots layout changed drastically. everything moved around, which is frustrating because I knew where items were in my requests and now I'm hunting for everything. With/without mods? How many pages/slots were set? show example? Works fine for me o...
by ptx0
Sat Nov 28, 2020 5:20 pm
Forum: Logistic Train Network
Topic: Some toughts about LTN
Replies: 17
Views: 357

Re: Some toughts about LTN

Traveling trains have only little higher ups impact than trains sitting idle. this has been tested and shown to be false by mulark: - https://mulark.github.io/tests/test-000103/test-000103.html - https://mulark.github.io/tests/test-000104/test-000104.html here you can see that collision checks on t...
by ptx0
Sat Nov 28, 2020 4:33 pm
Forum: Releases
Topic: Version 1.1.2
Replies: 7
Views: 4338

Re: Version 1.1.2

think you created a regression, because my logistics slots layout changed drastically. everything moved around, which is frustrating because I knew where items were in my requests and now I'm hunting for everything.
by ptx0
Sat Nov 28, 2020 4:14 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 190
Views: 22199

Re: Version 1.1.0

I don't know how I manged, but it somehow completly eluded me how to flip bluprints. How do I do this? :oops: nvm - figured it out: It's "F" and "G". Feel's kind of weird, that those controls are listed under "Basic Interaction" (control settings) whereas most blueprint related settings are to be f...
by ptx0
Sat Nov 28, 2020 4:09 pm
Forum: Logistic Train Network
Topic: Some toughts about LTN
Replies: 17
Views: 357

Re: Some thoughts about LTN

Splitting each product into each own network removes reuse of trains, one of the best UPS saving LTN has to offer. reusing trains is one of the reasons that LTN is so rough on UPS, why do you say it is the other way around? instead of having a train that's full of materials and sitting idle, you ha...
by ptx0
Sat Nov 28, 2020 4:06 pm
Forum: Ideas and Suggestions
Topic: Corsair iCue Support
Replies: 5
Views: 1335

Re: Corsair iCue Support

also on Linux there's ckb-next which provides support for Corsair keyboards, and it is open-source.
by ptx0
Fri Nov 27, 2020 5:56 pm
Forum: Logistic Train Network
Topic: Some toughts about LTN
Replies: 17
Views: 357

Re: Some toughts about LTN

did you even look at the map settings for LTN to see that it has options to tweak the experience?

you can disable the 'finish loading' so that it fully empties train.

tons of people enjoy and use LTN, so "people won't use it" is patently (and hilariously) false.
by ptx0
Fri Nov 27, 2020 5:32 pm
Forum: Not a bug
Topic: [1.1.1] Ctrl-click no longer empties all personal inventory into logistics trash slots
Replies: 18
Views: 443

Re: [1.1.1] Ctrl-click no longer empties all personal inventory into logistics trash slots

It is more desired to transfer ammo to ammo slots than to trash slots, so this is desired behivor. Having character and logistics tab was supposed to solve also this issue (as in - if you have logistics tab selected, all inventory transfers go to trash slots), but tabs were not liked by the lead de...
by ptx0
Fri Nov 27, 2020 4:34 pm
Forum: 1 / 0 magic
Topic: Game keeps crashing
Replies: 9
Views: 268

Re: Game keeps crashing

"combined with the CPU type you have" - what do You mean, does many users of AMD Ryzen CPUs have the same problem with the Factorio? Or that this serie of the CPUs has very huge percentage of defective CPUs? Ryzen had issues in the first generation but these aren't a problem anymore, I think you mi...
by ptx0
Fri Nov 27, 2020 4:50 am
Forum: Not a bug
Topic: [1.1.1] chemplants have no night effects
Replies: 1
Views: 90

[1.1.1] chemplants have no night effects

it seems that the chemical plants have no night effects in vanilla, here i've got some making lubricant.
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Screenshot_20201126_204824.png (702.02 KiB) Viewed 90 times
by ptx0
Fri Nov 27, 2020 3:38 am
Forum: Ideas and Suggestions
Topic: pls remove barrels or make them useful
Replies: 13
Views: 354

Re: pls remove barrels or make them useful

mod it to be better
by ptx0
Thu Nov 26, 2020 8:09 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 190
Views: 22199

Re: Version 1.1.0

eradicator wrote:
Thu Nov 26, 2020 6:00 pm
Here's a fish to lighten up your [Moderated by Koub] existance: <°)'|'|'|'|`=<<
[Koub] Response to moderated content became unnecessary
by ptx0
Thu Nov 26, 2020 5:57 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 190
Views: 22199

Re: Version 1.1.0

And then there's the thing that colored icons are much larger than the monochrome symbols. I don't have strong preferences for either style. But consitently using the same style everywhere wouldn't make me unhappy... yeah maybe just making the button background a bit darker to blend in better would...
by ptx0
Thu Nov 26, 2020 5:35 pm
Forum: General discussion
Topic: Anyone use barrels?
Replies: 33
Views: 1109

Re: Anyone use barrels?

oh right you can unload with more inserters than you can pumps, though i'm not sure that the throughput is better with vanilla stack inserters compared to vanilla fluid pump, probably not.

but you can unload on a curve :-)

and alignment is not as important as pumps.
by ptx0
Thu Nov 26, 2020 4:01 am
Forum: General discussion
Topic: Anyone use barrels?
Replies: 33
Views: 1109

Re: Anyone use barrels?

I'm probably going to create a oil factory to process and create all the oils needed and ship them off by train to the base, but why even bother with barrels if you can simply transport the oil via trains and load into tanks at the destination, no barrels required? Has anyone found cases where barr...
by ptx0
Wed Nov 25, 2020 6:23 pm
Forum: Assigned
Topic: [kovarex] [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
Replies: 13
Views: 507

Re: [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.

I didn't encounter this even once during our playthgouh, and I was copy pasting a lot. It might be because I'm quite focused on not overbuilding poles, so the setup is nicely aligned when I start making copies. The only real solution to this would be to have an interface option to not remember conn...
by ptx0
Wed Nov 25, 2020 6:08 pm
Forum: Ideas and Suggestions
Topic: Fluid Wagons When Train is on Curved Rail
Replies: 7
Views: 229

Re: Fluid Wagons When Train is on Curved Rail

Rseding91 wrote:
Wed Nov 25, 2020 9:23 am
Just FYI: the current pump is 11.4 megabytes across 222 sprite sheets. It's already insane with all of the directions and animations it has.
just make it procedural like inserter arms / spidertron legs.
by ptx0
Wed Nov 25, 2020 4:51 pm
Forum: Assigned
Topic: [kovarex] [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.
Replies: 13
Views: 507

Re: [1.1.1] Power Pole connections saved in Blueprints lead to pseudo random connection behavior.

while it's a problem that the blueprinted poles don't try and auto connect, i don't agree with your approach to tell them to roll it back and get rid of the feature. maybe don't do your speedruns on v1.1 yet?

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