Search found 44 matches
- Thu Mar 07, 2019 2:30 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Crash on Furnace::canInsert() using Even Distribution inventory cleanup
- Replies: 3
- Views: 2305
Re: [0.17.4] Crash on Furnace::canInsert() using Even Distribution inventory cleanup
Fwiw, on 0.17.7 too: 0.000 2019-03-07 12:46:45; Factorio 0.17.7 (build 43421, linux64, alpha) 0.039 Operating system: Linux (Ubuntu 18.04) 0.040 Program arguments: "/home/dorfl/Downloads/factorio_alpha_x64_0.17.7/factorio/bin/x64/factorio" "-c" "/home/dorfl/.factorio17/confi...
- Fri Mar 01, 2019 2:14 am
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
You say that the rationale is because you can't put filterable/programmable things under belts, but then you also say the best way to do things is not to run the paint under the belt but put things on at the beginning and the end of belts. Those things are not connected, though I can see how you mi...
- Fri Mar 01, 2019 1:57 am
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
Carts on belts brings up embarrassing memories. Spent days fiddling with the on-tick code to eke out efficiency so more frequent checks for higher speed carts wouldn't kill the UPS. Wanted speed research, highways etc. Then a cart drove onto the end of a straight belt by accident and whizzed off, es...
- Mon Feb 25, 2019 10:53 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
@Anson, thanks for the summary. Must admit I havn't been through all your points in detail yet, but will do.
Currently waiting for 0.17 to drop and distracted tweaking a new mod on the side Will see how the current logicarts feature set fares or breaks in 0.17, then look at improvements.
Currently waiting for 0.17 to drop and distracted tweaking a new mod on the side Will see how the current logicarts feature set fares or breaks in 0.17, then look at improvements.
- Mon Feb 25, 2019 12:36 pm
- Forum: Mods
- Topic: [0.17] Bulk Teleporters
- Replies: 14
- Views: 6105
[0.17] Bulk Teleporters
https://mods.factorio.com/mod/bulkteleport Use spare gigajoules to teleport shipments of items! Teleportation is not a new idea in a mod, and this is just another approach on an alternative to trains for long distance freight. It's intended to have real costs, pros and cons, and not be a boring chea...
- Tue Feb 19, 2019 1:03 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 571
- Views: 291285
Re: Thank you (Make the dev-team happy today!)
Thanks
Bought it a couple years ago on Steam. Bought another key at the new price because several thousand hours of entertainment (so far!) deserves more dollars.
Bought it a couple years ago on Steam. Bought another key at the new price because several thousand hours of entertainment (so far!) deserves more dollars.
- Wed Jul 18, 2018 11:30 am
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
I think the radar won't happen in this mod
- Sun Jul 15, 2018 9:46 pm
- Forum: Modding help
- Topic: Lua access to Request-from-buffer-chests setting
- Replies: 0
- Views: 366
Lua access to Request-from-buffer-chests setting
Is it possible, from Lua, to read/write the "Request from buffer chests" setting for requester chests?
Haven't found an obvious way in LuaEntity or LuaLogisticContainerControlBehavior
Haven't found an obvious way in LuaEntity or LuaLogisticContainerControlBehavior
- Sat Jul 14, 2018 7:18 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
Nice
I rearranged some stuff in the latest release that will break your layout, but those group-specific tiles can be recreated with stickers.
I rearranged some stuff in the latest release that will break your layout, but those group-specific tiles can be recreated with stickers.
- Sat Jul 14, 2018 12:33 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
It would be a very slow rampage :) Some new stuff I'm having fun with in my test city blocks base: Flexible stops without logistics chests: https://gitlab.com/aerosuidae/logicarts/wikis/stops#logistic-stops-tech Easy traffic routing without circuits: https://gitlab.com/aerosuidae/logicarts/wikis/sti...
- Thu Jul 12, 2018 3:05 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
I did not got the electrical cart to move β need to check again, also fueling of the cart Working on the docs for this: https://gitlab.com/aerosuidae/logicarts/wikis/electric-cart https://gitlab.com/aerosuidae/logicarts/wikis/burner-cart I would include Akkumulator in the recipe to the electrical c...
- Wed Jul 11, 2018 12:48 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
Not so fast i did not even got a chance to try the current state :lol: Works great. So there will be a "Continue Off Road" tile in the next release after I QA it some more. Thanks -- beacons are kind of an obvious idea, but I just hadn't been thinking down that route. Too much time spent ...
- Wed Jul 11, 2018 12:19 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
On the other hand... just drive along some time/range then stop and autoplace something would also something .... It would eventually run out of fuel. Wonder what happens if a vehicle drives outside a generated chunk? Trying out a "continue off road" tile now :) i envisioned a tile which ...
- Wed Jul 11, 2018 11:21 am
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
I would not see this with a automatic pathfinding method. the cart should go just straigth from beacon to beacon. Or a "go in this direction until you find another arrow" tile maybe. say you have only limited space in the factory to pick up the goodies in the carts, so there is only a mai...
- Wed Jul 11, 2018 9:55 am
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
* i would like to see more a guidance system with beacons so i can place beacons (could need electricity (either by net or a solar-cell/akuumulator combination)on the map, so the carts will drive from beacon to beacon.... Probably not in this mod, because I don't want to devote UPS to automatic pat...
- Wed Jul 11, 2018 3:15 am
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
Struggling to compare to the 128x128 version
You've added a shadow (which looks great), and the roof lights/panels are glowing?
You've added a shadow (which looks great), and the roof lights/panels are glowing?
- Mon Jul 09, 2018 1:06 am
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
Thanks, should be fixed in 0.1.13.
- Sun Jul 08, 2018 3:57 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
No worries -- either location is fine. If the portal had response notifications I'd prefer it over a forum thread; much easier for others to search through a bug list than a discussion. This bug looks like something that, while not deliberately fixed, may not be a problem in 0.1.11. Edit: nope, I'm ...
- Sat Jul 07, 2018 8:19 am
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
Thanks for the bug report. Should be fixed in 0.1.10.
I don't think this was really anything you did, like 10x speed or using research command -- just me trying to read a (legitimately) nil entity. Appreciated the detail, though
I don't think this was really anything you did, like 10x speed or using research command -- just me trying to read a (legitimately) nil entity. Appreciated the detail, though
- Mon Jun 18, 2018 1:06 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29499
Re: [0.16] Logistic Carts
Thanks, definitely will do!
First battle will be keeping the UPS in check, though. And I think game save size is ballooning as I'm caching so much state... or leaking it...
First battle will be keeping the UPS in check, though. And I think game save size is ballooning as I'm caching so much state... or leaking it...