Search found 249 matches

by Anson
Thu Dec 22, 2016 4:10 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286263

Re: [Mod 0.14] Logistic Train Network 0.5.0

I'm using my Inventory Sensor in my test scenario with multiple train sizes. The most simplistic version would switch the fuel inserter on when it detects a locomotive. I've added a check so it wont load fuel above 140 coal so the inserter wont hold coal in its hand. why 140 ? because 150-10=140, a...
by Anson
Wed Dec 21, 2016 3:08 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121610

Re: [MOD 0.12.12+] Research queue 1.2.6

I just finished installing ModMyFactorio and created a really huge modpack. Starting a new game, i tried to open the Research Queue Window to select my first researches, and crashed back to the main menu, probably with the same error as other people have found ... crash1.PNG Even when no big develop...
by Anson
Tue Dec 20, 2016 11:09 am
Forum: Mod and installation managers
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 210165

Re: ModMyFactory - mod manager and more

"Give me a program with a single bug and i will find both" :-) that being said, here are my observations ( good and bad ) when i started using this program for the first time : very nice to have a wiki and some instructions for a first setup and most of all very nice to have a program like...
by Anson
Mon Nov 21, 2016 5:03 pm
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 45643

Re: Friday Facts #165 - Death by a thousand cuts

Seeing them this flattened feels a bit weird. looked weird to me too for a moment ... but then i thought it might be a high gravitation planet where everything is wider and less tall :-) although nice graphics are nice, the game contents is much more important to me, and that gets better and better...
by Anson
Mon Nov 21, 2016 2:58 pm
Forum: News
Topic: Friday Facts #160 - Playtesting
Replies: 270
Views: 116873

Re: Friday Facts #160 - Playtesting

place one of the (7) stack down - it is placed at 85% health - the remaining stack is still 85% health (no need to track individuals, and it's fair) - 512 / 600 (6) remaining sounds reasonable at first, but only for one second until you think of practically using that method: have a stack with 50 i...
by Anson
Mon Nov 21, 2016 10:20 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286263

Re: [Mod 0.14] Logistic Train Network

Do logistic bots turn around and put requested items back to provider? There's your answer. Instead of having 2 logistic network behaving totally different I aim to make them behave as consistent as possible. bad behavior in one system shouldn't cause the other to do the same just to do the same. b...
by Anson
Mon Nov 21, 2016 9:47 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286263

Re: [Mod 0.14] Logistic Train Network

Sorry, ich kann manchmal nerven. Falls ich nerve ignoriere meine Posts einfach. Ich hab damit kein Problem. :) ich auch. desgleichen. ditto. :-) The sole meaning of the grey signal is for short circuit detection. if output and input are connected input will see 2 color signals and lock down the sta...
by Anson
Sat Nov 19, 2016 10:20 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286263

Re: [Mod 0.14] Logistic Train Network

As promised here's 0.3.11 hopefully fixing your reported errors and a new demo map. the new version seems to work for me, with the old as well as the new demo map. thanks. since this post got "a bit long", i cut it in 4 segments, hidden in the following spoilers : Stops consist of 3 entit...
by Anson
Fri Nov 18, 2016 4:11 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 286263

Re: [Mod 0.14] Logistic Train Network

I recommend to have a deep look into the demo-save above. I tried that since instructions like "make sure output and station are connected" (which output? which part of the station? etc) were of no use to me. but when i loaded the demo map, it didn't take long until the mod crashed even t...
by Anson
Thu Nov 17, 2016 5:27 am
Forum: Mods
Topic: [MOD 0.14.x] SJT-DirtyOre
Replies: 16
Views: 9224

Re: [MOD 0.14.x] SJT-DirtyOre

a very nice addon, giving lots of ore, not for free, but having to build some big setup to handle the dirty ores. some remarks and maybe a bug on the water and contaminated water : (for the BUG, skip to the last paragraph after the second screenshot) general fact: concentration units convert 5 water...
by Anson
Tue Nov 15, 2016 10:11 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 392303

Re: [MOD 0.14.13+] Creative Mode 0.2.1 - Epic update!!

If you are talking about resetting specific technologies, that will require additional GUI. I will do it after 0.15 come out. :P quite understandable, but ... in case you didn't read the newest FFF-164 yet : There are many things we want to have finished for 0.15, so the estimate isn't precise. The...
by Anson
Tue Nov 15, 2016 2:33 pm
Forum: News
Topic: Friday Facts #164 - Nuclear power
Replies: 249
Views: 108464

Re: Friday Facts #164 - Nuclear power

Heat transfer by train. Awesome! Some wrong signals, and the whole factory explodes oO i was immediately reminded on some REALLIFE videos i once saw: one factory produces iron from iron ore and the liquid iron then is transported up to a few hundred kilometers to the factory that uses the iron. thi...
by Anson
Fri Nov 11, 2016 11:08 pm
Forum: Ideas and Requests For Mods
Topic: driving car on the tracks
Replies: 9
Views: 3639

Re: driving car on the tracks

there is a mod to follow roads automatically : [MOD 0.12.x] Pavement Drive Assist too bad that there have been no updates for 0.13 or 0.14 :-( without pavement, that mod works similar to the abovementioned mod that aligns the car to 1/64 of a full circle, thus allowing to easily drive parallel to tr...
by Anson
Fri Nov 11, 2016 12:18 am
Forum: News
Topic: Friday Facts #162 - Theme Art Again
Replies: 173
Views: 64541

Re: Friday Facts #162 - Theme Art Again

Some people have suggested creating biter-farms where biters are held in captivity and their artefacts are harvested. If this does happen, then occasionally, some of the biters might break out if the confinement isn't strong enough, or wild biters may find them and break down the defences and unlea...
by Anson
Thu Nov 10, 2016 11:52 pm
Forum: Releases
Topic: Version 0.14.20
Replies: 19
Views: 27890

Re: Version 0.14.20

Hopefully the final 0.14 stable. is this version stable at all ? I just started my 0.14.19 standalone and was offered no update by the ingame updater (my settings were: "YES, look for updates" and "NO, no experimental version"). after setting the option to "YES, also experi...
by Anson
Fri Oct 28, 2016 12:43 pm
Forum: News
Topic: Friday Facts #161 - Infinite Research and Blueprint Library
Replies: 105
Views: 50733

Re: Friday Facts #161 - Infinite Research and Blueprint Library

- if x modulo 2 = 2 then stack inserter bonus +1, regular inserter bonus +1 small detail: x mod 2 will never be 2 :-) Or just keep such technology to have finite levels? Infinite research is applicable to technologies that can have non-linear growth on the values. When you keep researching on them,...
by Anson
Fri Oct 14, 2016 7:46 am
Forum: Not a bug
Topic: [0.13.17] Circuit-closed signal does not send "green" state
Replies: 5
Views: 2742

Re: [0.13.17] Circuit-closed signal does not send "green" state

tooltip: "... If the rail signal is red because it was closed from the circuit network, nothing will be outputted." ... done this way to differentiate between the 4 states: green/yellow/red/red because circuit condition. I'll consider adding the 4th state as an explicit output signal to a...
by Anson
Wed Sep 14, 2016 2:12 am
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 52601

Re: [MOD 0.14.x] BeltSorter 0.3.0

How fast is the sorter? Is it capable of sorting a fully-compressed green belt from Bob's mods? No it's currently designed to work for a normal belt. what do you consider to be a "normal" belt ? I just used my pulse counter setup to measure throughput and the belt sorter can't even keep u...
by Anson
Tue Sep 13, 2016 5:45 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 230036

Re: [MOD 0.13] Warehousing v0.0.10

[quote="theradman221"]i was wondering how do you make those boxes with the clickable x that brings out a box with the full licence ect? I am talking about description on the forums not anything in the actual game.[/quote] this "box" is a spoiler. just select the button with text...
by Anson
Tue Sep 13, 2016 5:34 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 230036

Re: [MOD 0.13] Warehousing v0.0.10

this being said, please feel free to change it for your own game, but please DON'T change it for everyone just because you think it's better for you having ONE official public version is nice. thus i don't change values myself, but ask whether you can add another storage "chest" that is c...

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