Search found 44 matches

by dorfl
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...
by dorfl
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...
by dorfl
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...
by dorfl
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.
by dorfl
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...
by dorfl
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.
by dorfl
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 :)
by dorfl
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 :?
by dorfl
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.
by dorfl
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...
by dorfl
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 – 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...
by dorfl
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 ...
by dorfl
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 ...
by dorfl
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...
by dorfl
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...
by dorfl
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?
by dorfl
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.
by dorfl
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 ...
by dorfl
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 :)
by dorfl
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...

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