Search found 99 matches
- Thu Sep 16, 2021 1:32 pm
- Forum: Logistic Train Network
- Topic: Small curiosity: What exactly is a "building store"?
- Replies: 5
- Views: 1565
Small curiosity: What exactly is a "building store"?
I mostly follow my own best practice guidelines within reason. There's no noticeable performance gain in filtering from 5 items to 3, but when connecting LTN to a building store filtering down from 100 items to 10 certainly is a good idea. (Emphasis not in original) Hi there! The underlying topic b...
- Thu Sep 16, 2021 1:06 pm
- Forum: Logistic Train Network
- Topic: Encoded Network ID, how does it work?
- Replies: 62
- Views: 40615
Re: Get stucked with basic LTN ID problem [solved]
Hi there! Sorry for the necro, but this post is square-on-point what I'm running into. I agree that cache or buffer locations are of limited utility. That said, I'd care to experiment with using one to accelerate depleting a specific resource patch -- I hate-hate-HATE building atop unharvested resou...
- Thu Sep 16, 2021 12:40 pm
- Forum: Logistic Train Network
- Topic: [1.16.3] Trains dispatched to stations without temporary GPS tag, thus going to wrong provider/requesters
- Replies: 5
- Views: 1713
Re: [1.16.3] Trains dispatched to stations without temporary GPS tag, thus going to wrong provider/requesters
1) Why doesn't LTN detect that adding the GPS temporary stop fails? Shouldn't that output a message and flag the station a broken / red light? Sending a train there should fail and pick another station. In essence, I think an A-or-B outcome of this is already the case, as discussed above. A), the t...
- Thu Sep 16, 2021 12:19 pm
- Forum: Logistic Train Network
- Topic: Should LTN use the vanilla train limit?
- Replies: 7
- Views: 2188
Re: Should LTN use the vanilla train limit?
I sometimes order myself a train, dump all my wood in it and send it to a wood consumer manually. Potentially the station could overflow there. By sheer accident, my personal gameplay habit on this particular issue seems to be a valid workaround for the error case you're describing. If I want a des...
- Wed Sep 01, 2021 12:47 am
- Forum: Mods
- Topic: [MOD 0.17] Landfill Everything!
- Replies: 7
- Views: 4102
Re: [MOD 0.17] Landfill Everything!
Thank you for making this wonderful mod! There seems to be a replicable issue with this mod, and the crash-dialogue suggested that I report this information to the mod author. The mod portal's information regarding this mod's update history would seem to imply that this is an actively supported mod....
- Sat Apr 10, 2021 10:01 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3804
- Views: 1006869
Re: Bugs & FAQ
Hi there! Coming back to Factorio after some time off. I'd been using the standalone Warehouses mod, and would prefer to continue doing so in my main save. It seems to have migrated to "Angel's Addons - Storage Options," which does support mostly-seamless transition as my main save is stil...
- Thu Feb 11, 2021 10:37 pm
- Forum: Logistic Train Network
- Topic: Threshold and Stack Threshold
- Replies: 51
- Views: 16256
Re: Threshold and Stack Threshold
This seems to be the consolidated thread for my issue so I'll post here. If this is instead an unwelcome necro, I'll repost [EDIT: typo "report"] as a new thread. I am tinkering with a save (I think the map was initially started back in v0.17 if this is relevant, as that ended up being sil...
- Fri Jan 22, 2021 2:22 am
- Forum: Mods
- Topic: [MOD 0.16] Sisyphean Deliveries
- Replies: 17
- Views: 6711
Re: [MOD 0.16] Sisyphean Deliveries
Only necro-ing to state that this is an awesome idea for a mod. It's a shame that it hasn't evolved to post-release. A sincere thank you to this modder, and all modders for volunteering their time and ability to make games like Factorio better.
- Thu Dec 31, 2020 10:36 am
- Forum: Logistic Train Network
- Topic: Returning from factorio hiatus, noob question on new LTN features
- Replies: 8
- Views: 2541
Returning from factorio hiatus, noob question on new LTN features
Hi there Optera. Thank you so much for making this really neat mod. I got sucked away from Factorio just after the pandemic lockdowns started in the US, ad I'm back in earnest again now. I see that with v1.13.0 you changed the behavior to somehow take advantage of the temp-stop system of the base ga...
- Thu Mar 05, 2020 10:36 pm
- Forum: Modding help
- Topic: Freeplay remote interface not available in game upgraded from 0.17.79
- Replies: 1
- Views: 878
Re: Freeplay remote interface not available in game upgraded from 0.17.79
Bump. Note that I am the mod-user to submit what I'm guessing to have been the first example of this bug in the wild. Recognizing that my precipitating circumstances were a rather rare use-case (creating a benchmark save for savefile-scumming and revert-to-beginning gameplay, THEN upgrading base, TH...
- Mon Mar 02, 2020 8:02 pm
- Forum: Logistic Train Network
- Topic: Seeking assistance with depot parking management
- Replies: 2
- Views: 1350
Seeking assistance with depot parking management
Howdy. Base v0.18.x (currently 0.18.9) LTN v1.12.3. My issue is that Depot parking spots can sometimes be over-partitioned, resulting in trains dangling out on the mainlines heading into the Depot. This is more pronounced near high-volume requester locations. I'm aware of the possibility of assignin...
- Fri Feb 07, 2020 9:57 pm
- Forum: Ideas and Suggestions
- Topic: Train's CTRL-click Temporary Stop behavior
- Replies: 17
- Views: 4485
Re: Train's CTRL-click Temporary Stop behavior
When i don't want the train to leave to the next destination after a temporary stop, i don't give it a next destination ;) Before my taxi train used to have several PAX station scheduled in memory, so it was fast to select them as destination. But the train sneaking away a few times after temporary...
- Sat Jan 25, 2020 2:44 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Book is not enough for me
- Replies: 18
- Views: 5061
Re: Blueprint Book is not enough for me
I WOULD like the ability to edit within a blueprint if I find an error. ... I really like this idea. It would eliminate the need to move the blueprint to my storage area. Plop it down. Change stuff. Make a new blueprint. Place the new blueprint in the blueprint storage area. And then delete the old...
- Fri Jan 24, 2020 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Offer to update before/after loading mods / Update on restart/startup/shutdown
- Replies: 29
- Views: 4579
Feature Request: Mod update / install at END of play session
Hi folks. Small feature request. Same request about mod portal behavior, but 3 basic ideas that I'm convinced are all interrelated, which is why I post them together here as a lump sum. TLDR: 1) Allow for some form of user opt-out of forced restarts after applying updates or changing / toggling mods...
- Tue Jan 21, 2020 10:56 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Book is not enough for me
- Replies: 18
- Views: 5061
Re: Blueprint Book is not enough for me
Zooming/scrolling should be much easier on the eyes. Oh, that would be totally awesome. It would also come in handy when actually *creating* a blueprint and when it comes to removing single items which don't belong there. For large blueprints, it's really tedious to click on a single inserter or po...
- Sat Jan 18, 2020 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Book is not enough for me
- Replies: 18
- Views: 5061
Re: Blueprint Book is not enough for me
I WOULD like the ability to edit within a blueprint if I find an error. I can't tell you how long I've been using my book of early game blueprints (bootstrap, burner-drill placement, initial smelts, etc.) that have a duplicated small pole, a wrongly rotated inserter, etc. because I always procrastin...
- Sat Jan 18, 2020 12:52 pm
- Forum: Ideas and Suggestions
- Topic: Picture picker for in-text "emoji" icons
- Replies: 3
- Views: 352989
Re: Picture picker for in-text "emoji" icons
The items-in-text feature is little known, amazingly useful, but difficult to use. Even without mods it almost necessitates using the wiki to find item and fluid "real names" and with mods it is nigh-impossible to use effectively. Holy crap, is this true. I've "learned" at least...
- Sat Jan 18, 2020 12:45 pm
- Forum: Ideas and Suggestions
- Topic: Train's CTRL-click Temporary Stop behavior
- Replies: 17
- Views: 4485
Train's CTRL-click Temporary Stop behavior
Hi there. I use trains very heavily, particularly when expanding to a cityblock system as the starter mainbus base gets dismantled slowly. I use LTN which requires all trainstops to be uniquely named, and I have a lot of trainstops for a lot of different cityblock types or outpost types. I use a ver...
- Sun Jan 12, 2020 12:37 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 352950
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Hey there. I visited the in-portal link for this Creative Mod that I'm enjoying. It's great to be able to run a test map to tweak and optimize builds and to perform troubleshooting. I'm aware that this mod prompts you to choose, whether permanently or not, if you want to activate CM at time of gamep...
- Sun Jan 12, 2020 12:16 am
- Forum: Outdated/Not implemented
- Topic: Current CTRL+Z (undo) could be more useful is expanded slightly
- Replies: 5
- Views: 2041
Re: Current CTRL+Z (undo) could be more useful is expanded slightly
Well, shucks. Thanks for replying though. Though I would care to point out that with the links suggested when my post was moved (sorry for not putting it in the right place) even without a "redo" similar to CTRL+Y, it would be awesome if the player could see something either in mainview or...