Search found 922 matches
- Tue May 16, 2017 9:48 am
- Forum: Ideas and Suggestions
- Topic: Furnaces + internal buffering
- Replies: 9
- Views: 3064
Re: Furnaces + internal buffering
I like buffering. And when you build arrays where it matters, its endgame and you have everything enought, no big deal.
- Mon May 15, 2017 9:08 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284397
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.4
Sometimes LTN is mysterios..... why he want to make a train with cooper 3357, 286 plastic and green cricuit 3400? (into a train with 2 vanilla wagons? max 4000) Min delivery is 3900 or 4000 Edit, found another example see screenshot Only thing i changed was limit train 2, because sometimes waiting t...
- Mon May 15, 2017 11:43 am
- Forum: Gameplay Help
- Topic: Which modules?
- Replies: 5
- Views: 1826
Re: Which modules?
are there any reasons to not put prod in where i can use it? without polution, slow, whats a good ratio in speed beacons per machine? Currently my beacons hit 5-10 machines per beacon.
- Mon May 15, 2017 11:00 am
- Forum: Ideas and Suggestions
- Topic: Loaders to require lubricant connection to function
- Replies: 20
- Views: 4971
Re: Loaders to require lubricant connection to function
I dont like the piping thing, i agree that loaders should be added to vanilla and they should have some sort of penality over inserters, what do you think about double energy cost?
Because piping is just a nightmare.
Because piping is just a nightmare.
- Mon May 15, 2017 10:04 am
- Forum: Gameplay Help
- Topic: Which modules?
- Replies: 5
- Views: 1826
Which modules?
Hi,
is it correct that i should use everywhere productivity modules inside the buildings and in the beacons speed? Or is there a way around?
I dont care for polution and or energy atm.
is it correct that i should use everywhere productivity modules inside the buildings and in the beacons speed? Or is there a way around?
I dont care for polution and or energy atm.
- Mon May 15, 2017 9:58 am
- Forum: Gameplay Help
- Topic: How to make each train go to a different (same name)station?
- Replies: 22
- Views: 6605
Re: How to make each train go to a different (same name)station?
Just use logistic train network, and you dont even need multiple stations (but you can do it)
- Mon May 15, 2017 9:21 am
- Forum: Gameplay Help
- Topic: How to delete empty blueprint?
- Replies: 7
- Views: 9773
Re: How to delete empty blueprint?
I just used the blueprints and deleted it. Just thought i missed something to delete empty blueprints...^^
- Mon May 15, 2017 2:29 am
- Forum: Not a bug
- Topic: [0.15.10] Factorio cant count
- Replies: 4
- Views: 1137
Re: [0.15.10] Factorio cant count
I dont know in english, but in german, its just wrong. Dont know, remove the count or make it calculate correct!? (or change the way what it displays) E.g. It tells that objects missing materials (okay), and then just numbers and pictures, so you have to think "oh these numbers are the OBJECTS ...
- Sun May 14, 2017 11:32 pm
- Forum: Gameplay Help
- Topic: How to delete empty blueprint?
- Replies: 7
- Views: 9773
Re: How to delete empty blueprint?
The whole blueprint system is clunky and not very intuitive anyway now, as it's a mix between the old item-based system, and the new library system (and there are two library pages with slightly different aspects). But still, it's an improvement :) I hope the devs will improve things at some point,...
- Sun May 14, 2017 10:57 pm
- Forum: Not a bug
- Topic: [0.15.10] Factorio cant count
- Replies: 4
- Views: 1137
[0.15.10] Factorio cant count
Hi,
see screenshot.
It should be 857, but it display 752...
Or did i miss something?
see screenshot.
It should be 857, but it display 752...
Or did i miss something?
- Sat May 13, 2017 8:13 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284397
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.4
Update for 1.2.4 By request I've added a toggle to output expected train inventories after laoding/unloading is done. Default is disabled so it won't break existing stations. Provider should be fine mostly but Requester will break. When enabled it allows for very sleek station designs considerably ...
- Sat May 13, 2017 10:59 am
- Forum: Gameplay Help
- Topic: How to delete empty blueprint?
- Replies: 7
- Views: 9773
Re: How to delete empty blueprint?
crazy developer fail in my opinion...
- Sat May 13, 2017 6:50 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284397
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.3
"Means you use a constant combinator to set negative values for requests. Well turn it off to NOT have the station request stuff." I WANT all that stations to REQUEST stuff, LTN USES the REQUEST STATIONS as SUPPLY. THAT is the problem. Like i explained!? many request stations for towers, ...
- Sat May 13, 2017 6:24 am
- Forum: Gameplay Help
- Topic: How to delete empty blueprint?
- Replies: 7
- Views: 9773
How to delete empty blueprint?
Theoreticl i should click it right and then the trash button, but if i click right, nothing happens.
I have 2 empty blueprints in my inv.
I know i could use them, and then delete, but srlsy, is this working as intented?
I have 2 empty blueprints in my inv.
I know i could use them, and then delete, but srlsy, is this working as intented?
- Sat May 13, 2017 4:07 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284397
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.3
turn off the cc producing the requests? What does that mean. Means you use a constant combinator to set negative values for requests. Well turn it off to NOT have the station request stuff. is there any way yet to tell a stop to only accept Trains of a certain composition? Too prone to user error. ...
- Fri May 12, 2017 11:42 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284397
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.3
removing req station and build (the same) again, just worked fine dont know how. Can't say for sure if it's a bug with migration to 1.2 or something else. I didn't see broken stations in my own maps when migrating to 1.2 Is there a way to tell LTN to dont take something from other stations? (since ...
- Fri May 12, 2017 9:46 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 284397
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.3
I used LTN for oil before 0.15 was working good. But now it dont seem to work, is there anything i need to do? I have extra LTN Station (with constant combinator "is depot"). With extra fluid wagons. Req station -> constant combinator (-50000 oil, 25k min req, max 3 min 3 long (i always do...
- Fri May 12, 2017 8:47 am
- Forum: Duplicates
- Topic: [0.15.10] Inserter not inserting
- Replies: 8
- Views: 2471
Re: [0.15.10] Inserter not inserting
So burner inserters cant refuel itself when complete out of fuel. Thats not cool.
- Thu May 11, 2017 12:40 pm
- Forum: Duplicates
- Topic: [0.15.10] Inserter not inserting
- Replies: 8
- Views: 2471
Re: [0.15.10] Inserter not inserting
Yes, but atm it was not moving 1/4 of all inserters just chilling.
Doin nothing.
I Understand that they cant take it when it moves too fast. But why they cant take when the BELT is NOT moving?
Doin nothing.
I Understand that they cant take it when it moves too fast. But why they cant take when the BELT is NOT moving?
- Thu May 11, 2017 12:17 pm
- Forum: Duplicates
- Topic: [0.15.10] Inserter not inserting
- Replies: 8
- Views: 2471
Re: [0.15.10] Inserter not inserting
???
Should they be able to pick up fuel by itself? Yes or no?
Should they be able to pick up fuel by itself? Yes or no?