Search found 104 matches

by FritzHugo3
Sun Dec 03, 2023 3:27 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: YAFC - Factorio calculator/analyser for modded games
Replies: 7
Views: 8354

Re: YAFC - Factorio calculator/analyser for modded games

I dont undrstand how i start the program, ony that i found are an "build.bat" with a dos window. Why we can not have a setup.exe oder yafc.exe or something what shows the normal user click me to start the program. Not userfreindly. And found no description on your Github site (for all are ...
by FritzHugo3
Fri Nov 10, 2023 9:59 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 262608

Re: Stations & other LTN based designs

With a system with that much inherent latency the best way would be: 1) count items entering the system 2) subtract items leaving for production 3) send current counter to LTN You could also just filter at unloading, remove that filter buffer warehouse and send the main storage to LTN. Since my des...
by FritzHugo3
Sun Nov 05, 2023 5:13 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 262608

Re: Stations & other LTN based designs

I helped me self after days i have this: Summary: When the delivery stations at the ore-receiving train stations are full, no trains should arrive, even if the main storage is empty. Explanation of what the facility is: A facility to split and sort core ore (bottom left in the picture) and transport...
by FritzHugo3
Fri Nov 03, 2023 11:11 pm
Forum: News
Topic: Friday Facts #383 - Super force building
Replies: 172
Views: 29087

Re: Friday Facts #383 - Super force building

The blue wabbleing for blueprints it's absolut not my. Please make an option for disable this. (I dont want an annimation for bp it should be still for me - too tiring for my eyes)

The complete rest are great.
by FritzHugo3
Thu Nov 02, 2023 8:26 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 262608

Re: Stations & other LTN based designs

Hi i tryed to do following. First condition: Train should only come if stations incoming storrage box are free for a hole train (320 stacks must be free 8x40) (This incoming box is a mixing/multi income box) Second condition: A !separate! storage schould be ask how many is in and if lnt see its smal...
by FritzHugo3
Mon Oct 30, 2023 6:54 pm
Forum: Logistic Train Network
Topic: Min. max. train length
Replies: 4
Views: 718

Re: Min. max. train length

Nosferatu wrote: ↑
Mon Oct 30, 2023 5:58 pm
...
Ok thank you. People say always names with ltn are not from interrest - so they are wrong. Was verry helpfull Nosferatu. So Depot10, depot5, Depot4F. should be stop the problem.

Is there a technical reson or why ltn dont respect that or why depots ignore the signals?
by FritzHugo3
Mon Oct 30, 2023 1:32 pm
Forum: Logistic Train Network
Topic: Min. max. train length
Replies: 4
Views: 718

Min. max. train length

Anything i missed but don't come up with it. Ther should not come trains who are 10 length but it come and i dont know why. I want that her comes only trains who are exact 4 long https://i.ibb.co/wrvcBjY/Unbenannt.png https://i.ibb.co/LPGCy8z/Unbenannt.png 10 length train start from depot left and c...
by FritzHugo3
Sun Oct 22, 2023 11:42 am
Forum: Ideas and Suggestions
Topic: 1 lane belt
Replies: 17
Views: 2575

Re: 1 lane belt

I really dont need mono belts. for what. 15/s items are more as slow enought. If you want a mono belt use a yellow and use only one side. For me a mono belt are complete pointless. I can really not see one argument what speaks for a mono belt. (Yes i saw and followed the link with pictures - with tu...
by FritzHugo3
Sat Oct 21, 2023 8:09 pm
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 1439

Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?

... In 1.1 the cost for an empty electric pole is O(Number-Of-Entity-Prototypes * 3) In 2.0 the cost for an empty electric pole is O(Number-Of-Types-Connected-To-Pole * 3) In the case of an empty pole that's 0 so it's effectively O(0 * 3) or O(0) So maybe the problem are not longer in 2.0 if we hav...
by FritzHugo3
Sat Oct 21, 2023 12:57 pm
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 1439

Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?

No matter how large the base is, this occurs even after 1.5 hours. This tells me it's a structural issue with the base game. I'll send my test map (you have a pm), but what I've been trying to say is that it doesn't matter which mod you use; almost every mod adds a bit more load to the electric netw...
by FritzHugo3
Fri Oct 20, 2023 4:37 pm
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 1439

Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?

Its not happen in vanila but it have anything to do how vanila handled mods generally. So, after conducting about 10 hours of testing once again, I can say the following. It's not caused by a single mod. The issue seems to be in the fundamental structure of vanilla Factorio, how the game handles mod...
by FritzHugo3
Thu Oct 19, 2023 2:58 pm
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 1439

Re: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?

I must look if i have saved my tests or not. but here are a picture https://ibb.co/TwrKYvy (normaly i have linked it in the first post i thought but maybe its losing. I have make the test again at the normal game map and its aproved the same for me. What i havent do now are test same in vanila but i...
by FritzHugo3
Thu Oct 19, 2023 2:00 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 181
Views: 29860

Re: Friday Facts #380 - Remote view

Extreme helpfull nice things comming. Not needs a ton of qol support mods for whater buildings and many more. Thats verry good. So i really hope you have work too at the extreme performance problems with train signals and power pool netweorks. It makes no fun to play with 30 fps. But its one of the ...
by FritzHugo3
Thu Oct 19, 2023 1:49 pm
Forum: Ideas and Suggestions
Topic: For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?
Replies: 13
Views: 1439

For devs - Would this huge FPS problem with power pools are fixd in the Addon/Patch on december?

I have 4.600 hourse playtime. I have ask e so many times, whats going on my fps, why i have 30 FPS/UPS. First now i have relesaed that power pools are the incredible badest think ar in the gae for FPS drops! (and trainsignals too). You can have 30.000 power pools and it make absolut nothing with the...
by FritzHugo3
Fri Sep 29, 2023 11:28 am
Forum: News
Topic: Friday Facts #378 - Trains on another level
Replies: 337
Views: 77420

Re: Friday Facts #378 - Trains on another level

Verry great (not optical my but other skins will be come over mods i thing).

And know vertical building :mrgreen:
by FritzHugo3
Sat Sep 23, 2023 12:30 am
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49457

Re: Friday Facts #377 - New new rails

So many times i wished me that rails can be closer split - thx this we relly need.
by FritzHugo3
Sat Sep 02, 2023 9:25 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41992

Re: Friday Facts #374 - Smarter robots

Why no way to route bots like player want? a option to fly only line of roboports. ("Streets in the sky") why not realy new ways like under water, in the ground, 3d map with different high level. the realy most thinks what i see and read are long time there with mods. Have you integrated t...
by FritzHugo3
Sat Aug 12, 2023 4:47 pm
Forum: Logistic Train Network
Topic: [Problem is "Balanced Waterfill"] Cargo Ships 0.2.3 are Incompatible with LTN 1.18.4
Replies: 2
Views: 521

Re: [Not a Bug] Cargo Ships 0.2.3 are Incompatible with LTN 1.18.4

Have a lot of thx, i have tested and aprove it. "Balanced Waterfill" is the problem (but error message sayed it wrong - so sorry) After deactivating and activate ltn + cargo ship it works! I will tell it the modder for "Balanced Waterfill" Have a nice day and thank you. Can be cl...
by FritzHugo3
Sat Aug 12, 2023 10:29 am
Forum: Logistic Train Network
Topic: [Problem is "Balanced Waterfill"] Cargo Ships 0.2.3 are Incompatible with LTN 1.18.4
Replies: 2
Views: 521

[Problem is "Balanced Waterfill"] Cargo Ships 0.2.3 are Incompatible with LTN 1.18.4

Cargo Ships 0.2.3 are Incompatible with LTN 1.18.4
Error while running setup for entity prototype "port" (Train-stop): next target (ltn-port) must have same collision mask.
https://ibb.co/sjkQ6Kq

I dont know where is the problem, so I inform both mod writers
Thank you
by FritzHugo3
Thu May 11, 2023 7:13 pm
Forum: Technical Help
Topic: [1.1.63] Low available space in Steam Remote Storage warning
Replies: 28
Views: 7357

Re: [1.1.63] Low available space in Steam Remote Storage warning

For me, if i fix the problem, it comes back after one, two weeks. I click it now away. So what. Its not normal but dont now why thi happen always again and dont want waste my living time with this.

I thing - close the massage is the better variant for me.

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