Search found 104 matches
- 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 ...
- 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...
- 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...
- 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.
The complete rest are great.
- 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...
- 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
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?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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
And know vertical building
- 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.
- 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...
- 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...
- 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
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
- 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.
I thing - close the massage is the better variant for me.