Search found 341 matches

by torne
Fri Mar 24, 2017 4:06 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498187

Re: Simple Questions and Short Answers

It doesn't have to be one power grid; circuit wires are independent of copper wires. You can split up the copper wires to control power distribution and still run red/green wire between sections without an issue ;) It's a fairly common solution people use, but it is a bit of effort to go back and re...
by torne
Fri Mar 24, 2017 2:37 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498187

Re: Simple Questions and Short Answers

One way to do this is to read the contents of the logistics network from a roboport into the circuit network, set your desired amounts of items in storage in a constant combinator and subtract one from the other, and then run the resulting signal to everywhere in the factory, setting the inserters o...
by torne
Fri Mar 17, 2017 10:42 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 280851

Re: [Mod 0.14] Logistic Train Network 0.9.3

the suggestion sounds interesting at first, but since you would need a requester station that asks for very small amounts (single items) (to simulate storage chests), and that would then cause all trains to go and try to deliver those single items, i don't see how that could be achieved in a useful...
by torne
Fri Mar 17, 2017 11:05 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 498187

Re: Simple Questions and Short Answers

Each armour type has a fixed amount of space. You need to research and make better armour if you want to fit more equipment. (Power armour is the next tier after modular)
by torne
Fri Mar 17, 2017 11:04 am
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 23198

Re: How to deal with griefers

It might be useful to see, how bitcons blockchain works, cause I think that is the kind of idea that you have in mind. Not really :) It doesn't have to be that complicated; someone can just run a server that keeps track of reports. The crypto part is only relevant for the game account authenticatio...
by torne
Thu Mar 16, 2017 8:32 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 280851

Re: [Mod 0.14] Logistic Train Network 0.9.7

I found the bug (??). If i set -12000 on iron ore = filter disapears, if i set it to e.g. -1600 it works. How? Why? Oo WTF?! On iron i cant use -12000 which i had before, or filter disapears, on copper i can set it to -12000.... what the hell? :D I think you might be mixing up the input and the out...
by torne
Thu Mar 16, 2017 8:25 pm
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 23198

Re: How to deal with griefers

Then I have to say that you shouldn't be playing multiplayer. You can detect when something is changed you can't detect the purpose the player had in mind for changing it. Of course, as a last option you can beg the admin, if present, to kick that player. ..yes, which is why I'm not proposing a sys...
by torne
Thu Mar 16, 2017 6:00 pm
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 23198

Re: How to deal with griefers

I wouldn't be, I've done that to myself by accident enough times and had to clean up the mess (or even deal with defenses failing) as a result, so I'd find it pretty maddening if somebody did it on purpose :) I'm not saying there's no need for a way to try to deal with griefers; just saying that I d...
by torne
Thu Mar 16, 2017 5:36 pm
Forum: Ideas and Suggestions
Topic: Vote to Kick/Ban
Replies: 91
Views: 23198

Re: How to deal with griefers

1. Changing small stuff (belts, inserters, power poles, 1 or 2 assemblers over a countdown timer...) is never griefing. This immediately just suggests a griefing strategy of finding out-of-the-way parts of the factory and just rotating/removing/adding a couple of individual segments of belt so that...
by torne
Thu Mar 16, 2017 5:29 pm
Forum: General discussion
Topic: how do YOU manage barrels of oil?
Replies: 66
Views: 27075

Re: how do YOU manage barrels of oil?

I just have two or four assemblers loading/unloading directly into each train wagon from one or more storage tanks. This means you only ever need enough barrels to fill your trains, and it's extremely simple to set up. It's slower, but the recipe runs pretty fast so it's not *that* slow, and it take...
by torne
Tue Mar 14, 2017 9:04 pm
Forum: Technical Help
Topic: Use LD_LIBRARY_PATH - Headless Server
Replies: 6
Views: 1967

Re: Use LD_LIBRARY_PATH - Headless Server

You need to point LD_LIBRARY_PATH at a directory which contains a file called exactly "libc.so.6". It doesn't search subdirectories.
by torne
Tue Mar 14, 2017 5:58 pm
Forum: Technical Help
Topic: Use LD_LIBRARY_PATH - Headless Server
Replies: 6
Views: 1967

Re: Use LD_LIBRARY_PATH - Headless Server

I think you're misinterpreting ldd's output here - the game is searching for libc.so.6 (not a hardcoded path) and ldd is simply finding /lib64/libc.so.6 according to the current linker settings. There's no reason visible here why it shouldn't respect LD_LIBRARY_PATH just fine. If you set LD_LIBRARY_...
by torne
Tue Mar 14, 2017 5:54 pm
Forum: Ideas and Suggestions
Topic: Fluid physics (fix bizarreness, no extra calculation)
Replies: 34
Views: 12707

Re: Fluid physics (fix bizarreness, no extra calculation)

That's a really terrible wikipedia page written by someone who doesn't know the correct terminology for https://en.wikipedia.org/wiki/Fixed-point_arithmetic
by torne
Mon Mar 13, 2017 4:12 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Integrated smart inserter production
Replies: 11
Views: 7806

Re: Integrated smart inserter production

Oh, sorry, didn't notice it was a spoon run. Yeah, you won't want the stack bonus research then ;)
by torne
Mon Mar 13, 2017 8:54 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Integrated smart inserter production
Replies: 11
Views: 7806

Re: Integrated smart inserter production

A blue inserter with +1 stack bonus can keep up with 3/s easily. A red inserter with +2 stack bonus should do it too but might not quite keep up perfectly.
by torne
Sun Mar 12, 2017 9:34 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 280851

Re: [Mod 0.14] Logistic Train Network 0.9.5

LTN doesn't know an equivalent to either storage chests nor active provider chests. Turning a provider from passive into active with a signal could have applications. The final delivery of a depleted mine does not really warrant it though. You will probably need to go there regardless to remove bel...
by torne
Fri Mar 10, 2017 3:20 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 280851

Re: [Mod 0.14] Logistic Train Network 0.9.5

One thing I'd find useful is a signal I can send to a provider station that makes minimum delivery sizes get ignored just for that provider. I usually set minimum delivery sizes to full trainloads, but this means that whenever a provider is depleted/being deconstructed/etc, the LTN system will never...
by torne
Fri Mar 10, 2017 12:41 pm
Forum: Ideas and Suggestions
Topic: In-ground electric
Replies: 11
Views: 4284

Re: In-ground electric

The "blob of blue" is just a thing that's rendered for display purposes; that's not how the game actually determines what has power and what doesn't. It just stores the individual connections between entities. So, to have "powered ground" there would have to be actual entities sp...
by torne
Fri Mar 10, 2017 10:13 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78366

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

The output is random; the game displays the average when there's a random component. It has a 50% chance of producing any output at all, and when it does, it produces between 1 and 5, at random.
by torne
Thu Mar 09, 2017 1:34 pm
Forum: Ideas and Suggestions
Topic: Satellite Lifts Fog of War
Replies: 7
Views: 3742

Re: Satellite Lifts Fog of War

As I said above, I believe biters are only active when they're in an active chunk (lit up by radar, or having nonzero pollution). Biter pathing just for them milling about at their bases has been mentioned as a significant consumer of CPU time, though, so even if only some of the biters are active i...

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