Search found 58 matches

by Kalanndok
Wed Jan 06, 2021 12:43 pm
Forum: Technical Help
Topic: Server lag (Factorio Zone)
Replies: 8
Views: 3032

Re: Server lag (Factorio Zone)

What's your friend's connection like? Since he has no lag he seems to run the game locally and you are connecting to his instance of the game. So when his connection is bad (or his whole family is watching Netflix) it doesn't matter anymore how good your own connection is. It's his upstream that mig...
by Kalanndok
Mon Jan 04, 2021 11:35 pm
Forum: Ideas and Suggestions
Topic: New stop condition for Trains...
Replies: 11
Views: 3311

Re: New stop condition for Trains...

While playtesting recently, I was irritated at having to build fuelling at every train stop, But i didn't want every train to go to a refuel all the time, when it might not need fuel, And even worse, with the train limits it could go to refuel, and then be stuck there waiting for the destination to...
by Kalanndok
Mon Jan 04, 2021 5:07 pm
Forum: Gameplay Help
Topic: Multi-items tape mixer
Replies: 14
Views: 4944

Re: Multi-items tape mixer (I need your help)

You might be looking vor something like this. 0eNrtXNtuo0gQ/Ree7RF9gQZr9ifmdRVZ2O4kaG3wcokmivwB+yH7Y/sl20ASE7vbVFeFSCPNSywMnFNd1Zeq4+68BJt9q49VXjTB6iXIt2VRB6s/X4I6fyiyffdd83zUwSrIG30IFkGRHbor/fNY6bpeNlVW1MeyapYbvW+C0yLIi53+GazYaTEJsi8f8rrJt8vto66bZaX/bs2nrkYw/HS3CHTR5E2uB8P6i+d10R425skVm0ZbBMeyNgBl0...
by Kalanndok
Wed Dec 23, 2020 12:43 am
Forum: Modding help
Topic: change barrel size
Replies: 2
Views: 1031

Re: change barrel size

A barrel of water is a simple item.
The fact that it contains 50 units of water is not a property of the item but a property of the recipies to fill and empty the barrel.

So to change the amount fluid within a barrel you would need to modify the recipies.
by Kalanndok
Sat Dec 05, 2020 9:45 am
Forum: General discussion
Topic: What's your experience with the Train stop Limit feature from V1.1 ?
Replies: 4
Views: 2024

Re: What's your experience with the Train stop Limit feature from V1.1 ?

I had some trouble with this new feature but I could solve it with some complicated combinator logic. However I did have a special use-case in which I was trying to prevent a full train waiting at a stacker while another dropoff location was in need of resources. Therefore I wanted to only request a...
by Kalanndok
Mon Jun 17, 2019 3:55 pm
Forum: News
Topic: Friday Facts #299 - Everything is more complex than expected
Replies: 52
Views: 28741

Re: Friday Facts #299 - Everything is more complex than expected

So just to get that straight... You're saying a train can enter a block that it has reserved itself? So that would mean that if Block 2 in the example would be accessible to the train by a long right-turn it would be possible for the train (provided it is long enough) to bite it's own tail? To me it...
by Kalanndok
Tue Aug 09, 2016 8:42 pm
Forum: Gameplay Help
Topic: Trouble with Decider combinators
Replies: 6
Views: 3444

Re: Trouble with Decider combinators

Well..the green and red output ARE separated actually.

But by connecting the red wire you ADD the red output to everything else that is on the red wire.
by Kalanndok
Tue Jun 28, 2016 6:57 pm
Forum: Duplicates
Topic: [0.13.0] Reproducable Crashes when Shift-Rightclicking stack
Replies: 1
Views: 650

[0.13.0] Reproducable Crashes when Shift-Rightclicking stack

Hi, When shift-rightclicking a stack of items to fill it into a consuming entity the game crashes. Map is a freshly created map. 0.000 2016-06-28 20:48:41; Factorio 0.13.0 (Build 22782, win64, alpha) 0.001 Operating system: Windows 10 0.001 Program arguments: "C:\Program Files\Factorio\bin\x64\...
by Kalanndok
Sun Jun 26, 2016 5:08 pm
Forum: Gameplay Help
Topic: Power Pole Redundancy.
Replies: 6
Views: 2395

Re: Power Pole Redundancy.

I would advise against such redundancy onto fine levels. I would make a long-range network along the rails and put the redundancy there (loops, etc.). From that network I would split the outposts and sub-factories each by exactly one and only one connection. By that you get the option to switch off ...
by Kalanndok
Sun Jun 19, 2016 8:27 am
Forum: General discussion
Topic: We're being invaded!
Replies: 13
Views: 4587

Re: We're being invaded!

Well...what about configuring the forum to automatically hide (not delete) posts and revoke "create post"-permission for new users whose posts got reported multiple times. Afterwards a Mod needs to manually approve that account. That might be the best of both worlds if mods in other timezo...
by Kalanndok
Fri Feb 12, 2016 7:07 pm
Forum: General discussion
Topic: Where are the Friday Facts?
Replies: 5
Views: 7556

Re: Where are the Friday Facts?

Just asking because in the recent weeks the facts were posted rather early in GMT+1
by Kalanndok
Fri Feb 12, 2016 6:53 pm
Forum: General discussion
Topic: Where are the Friday Facts?
Replies: 5
Views: 7556

Where are the Friday Facts?

Were they forgotten or are they still being worked on? ;)
by Kalanndok
Thu Feb 11, 2016 6:16 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 112280

Re: Friday Facts #124 - Steam Status I

I cannot talk for the developers but from a technical point of view I doubt that cloud-sync for saves is possible at all.
We're talking of savegame sizes of about 30-50 MB in small to medium bases.

I'm not sure if steam allows such an amount of data in their cloud.
by Kalanndok
Thu Feb 11, 2016 6:13 pm
Forum: General discussion
Topic: A question about multiplayer for steam
Replies: 24
Views: 28976

Re: A question about multiplayer for steam

Rust has an interesting concept actually (however I'm not talking from personal experience, just reiterating something a collegue told me). You could have Area-Claim-Chests which disallow all manipulation in an area except for players that personally authenticated to the physical chest. Meaning you ...
by Kalanndok
Sun Feb 07, 2016 10:55 am
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 112280

Re: Friday Facts #124 - Steam Status I

@slpwnd: I can live with the wallpapers and scenarios being available to everyone now (bought Furnace Attendand tier). It's not that something I paid for is going to be scrapped. However for future games I will definately not buy any higher tier than the most basic one because of that. Furthermore e...
by Kalanndok
Fri Feb 05, 2016 8:37 pm
Forum: News
Topic: Friday Facts #124 - Steam Status I
Replies: 121
Views: 112280

Re: Friday Facts #124 - Steam Status I

Sounds all nice, however I feel a bit cheated by the way the "furnace attendant" gets treated.

I bought that package BECAUSE of the exclusive content (scenario packs mainly) just to learn that with 5 bucks less I could have gotten the very same. Just doesn't feel right to me. :(
by Kalanndok
Sun Jan 31, 2016 5:37 pm
Forum: Combinator Creations
Topic: Multiple signals on one wire (multiplexing)
Replies: 38
Views: 66152

Re: Multiple signals on one wire (multiplexing) - simple to use

Actually what I'm also quite interested in is this:
(like is there a train in the station)
Been looking for something to detect that for a long time :)
by Kalanndok
Sat Jan 30, 2016 12:08 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 78293

Re: Friday Facts #123 - Better circuit network (Part 2)

Sounds like an interesting change with valid motivations; too bad it's attracting the all-too-common response of "it sounds less convenient than what I'm used to, therefore it will suck". The complaints are rather "If it works how it appears to work I'll be required to refactor all m...
by Kalanndok
Sat Jan 30, 2016 6:46 am
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 78293

Re: Friday Facts #123 - Better circuit network (Part 2)

I also hope you can connect 1 writer to many things.) That's what got me concerned...On the reader side it is supposed to actually be like that. That's why they wrote lamps would stay as they are so that you don't have to put a reader to each lamp. So that would imply that for the writer you'd also...

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