Search found 298 matches

by DaleStan
Wed Jul 25, 2018 9:29 pm
Forum: Logistic Train Network
Topic: Trains attempt pickup at requester.
Replies: 19
Views: 3646

Re: Why are trains being sent to a requester station to pickup?

What signals are you sending to the LTN input? I'm guessing you're sending more than 1k (by default) of the resource in question. Doing that makes it a provider station. You should be able to fix this with any of: Filtering out that signal before it gets to the station, Making sure that you never ov...
by DaleStan
Wed Jul 25, 2018 7:10 pm
Forum: Technical Help
Topic: Game Crashes Upon Launch
Replies: 1
Views: 288

Re: Game Crashes Upon Launch

Will you post factorio-current.log please?
by DaleStan
Wed Jul 25, 2018 4:20 pm
Forum: Not a bug
Topic: Rocket launches even when output slot is full
Replies: 37
Views: 11577

Re: Rocket launches even when output slot is full

If you remove the loss of white science, then it becomes much harder to automate factories that launch rockets but don't consume the science; you have to figure out some way to destroy the white science if you don't want to use it. Preventing science loss is not hard, as long as you know it's going ...
by DaleStan
Tue Jul 24, 2018 7:27 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1476
Views: 239151

Re: Simple Questions and Short Answers

The most obvious way is probably to stick miners on top of the ore until the ore is gone. But Picker Extended has an ore-removal tool. After installing the mod. Type B, click on the yellow ore eraser, and drag over the area you want to delete. It'll tell you how much ore is there. Shift-drag if you ...
by DaleStan
Tue Jul 24, 2018 6:34 pm
Forum: Technical Help
Topic: cant screenshot combinators
Replies: 13
Views: 2039

Re: cant screenshot combinators

Here's one of my recent screenshots containing combinators. Does that show what you're expecting to see?
by DaleStan
Tue Jul 24, 2018 6:25 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 59768

Re: Feedback

That's something I'd expect. You get less steam per coal, but the steam is hotter, so there's more energy in it. A MK1 boiler produces 165°C steam. With your numbers, this gives 13.5k units of energy per coal. (Here, units are 'degrees of heating'x'units of steam', not kJ or anything else interestin...
by DaleStan
Tue Jul 24, 2018 5:19 pm
Forum: Logistic Train Network
Topic: LTN does not recognize wagon cargo filters
Replies: 11
Views: 1877

Re: LTN does not recognize wagon cargo filters

Is it also painful to set filters on departure? Since it's possible to clear filters, it seems like it also ought to be possible to set them, but those two might not be related. I was thinking about two different things at the same time, unfortunately, and ended up with an example that doesn't match...
by DaleStan
Tue Jul 24, 2018 3:37 pm
Forum: Technical Help
Topic: cant screenshot combinators
Replies: 13
Views: 2039

Re: cant screenshot combinators

In Options => Interface, do you have 'Show combinator settings in "Alt-mode"' checked?
by DaleStan
Tue Jul 24, 2018 3:02 pm
Forum: Technical Help
Topic: [0.16.51] "Server is not responding" while downloading map
Replies: 5
Views: 1424

Re: [0.16.51] "Server is not responding" while downloading map

That's probably the same problem. Did you try reducing the server's upload speed to something below its maximum? I'm guessing a bit here, since I've never played Factorio MP, but I'd visit speedtest.com from both the server and the client, and set the upload limit on the server to about 80% of the s...
by DaleStan
Tue Jul 24, 2018 2:42 pm
Forum: Gameplay Help
Topic: split signals
Replies: 4
Views: 1635

Re: split signals

I don't know if this is at all what you're looking for, but you quite thoroughly nerd-sniped me by talking about signal multiplexing. I made a multiplexer/demultiplexer, which I'm hoping you can use: https://forums.factorio.com/viewtopic.php?f=193&t=61722 You'll get better response time out of m...
by DaleStan
Tue Jul 24, 2018 2:31 pm
Forum: Combinator Creations
Topic: Signal multiplexer
Replies: 1
Views: 2149

Signal multiplexer

I don't entirely know why you'd want to do this, other than "Because I can", which ... this is Factorio. That's a perfectly good reason. But anyway, fuinril was asking about multiplexing the contents of several different mining outposts onto the same wire (https://forums.factorio.com/viewt...
by DaleStan
Mon Jul 23, 2018 11:37 pm
Forum: Logistic Train Network
Topic: LTN does not recognize wagon cargo filters
Replies: 11
Views: 1877

LTN does not recognize wagon cargo filters

Because reasons (primarily stemming from a mixed LTN/non-LTN train network[0]), I need to have filters on my LTN-controlled cargo wagons. If I set the whole train to carry the same cargo, everything's fine, but if I split a wagon between different cargoes, the orders created assume that the entire w...
by DaleStan
Sat Jul 21, 2018 2:21 am
Forum: Ideas and Suggestions
Topic: Option to copy colour of train stations in blueprint.
Replies: 1
Views: 376

Re: Option to copy colour of train stations in blueprint.

Blueprints (for me, anyway) already copy the train station color. Are you using any mods? If so, I'd guess that one of them is preventing blueprints from preserving the station color.
by DaleStan
Fri Jul 20, 2018 8:54 pm
Forum: Gameplay Help
Topic: Pumps Not Pumping Water Into Fluid Wagons
Replies: 3
Views: 813

Re: Pumps Not Pumping Water Into Fluid Wagons

At most three pumps can connect to any tank car. On the right side, you do have three pumps connected to each rail car. It's not working on the left side, though. Pumps are incredibly picky about where the tank car is sitting. As I understand it, putting a curve between the station and the pumps bas...
by DaleStan
Tue Jul 10, 2018 12:33 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Bob's miners with high productivity lose resources
Replies: 9
Views: 3405

Re: [0.16.51] Bob's miners with high productivity lose resources

Your first post says that you're getting less from the top mine than the bottom, but it shows the same amount of resources depleted Yes, that's what I'm seeing. How long are you running your tests? Less than about 2k, I do see same-to-similar output between the two mines; it's only obviously differ...
by DaleStan
Mon Jul 09, 2018 4:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Bob's miners with high productivity lose resources
Replies: 9
Views: 3405

Re: [0.16.51] Bob's miners with high productivity lose resources

Interestinger and interestinger. It seems to start out OK, but gets worse as time goes on. I added a circuit controlled switch, to make this easier to reproduce. Also, I wasn't clear about which behavior of the north mine was unexpected. In mining test 3, I doubled the output of the south mine, to 3...
by DaleStan
Mon Jul 09, 2018 1:16 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Bob's miners with high productivity lose resources
Replies: 9
Views: 3405

Re: [0.16.51] Bob's miners with high productivity lose resources

Sorry about that. Here you go. I also included mod-settings.dat.
by DaleStan
Mon Jul 09, 2018 4:07 am
Forum: Resolved Problems and Bugs
Topic: [0.16.51] Bob's miners with high productivity lose resources
Replies: 9
Views: 3405

[0.16.51] Bob's miners with high productivity lose resources

It appears that, at high speeds and/or productivities, mining drills lose resources when unloading onto belts or splitters. In the attached save, there are two of Bob's Large Area MK5 mining drills, each with 5 god modules. The mining areas do not overlap, so the two should not affect each other. Th...

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