That looks to me like it's for expansions, not for invasions.
Search found 368 matches
- Thu Mar 04, 2021 7:26 pm
- Forum: Modding discussion
- Topic: Making Biter attacks based on Time intervals
- Replies: 6
- Views: 2273
- Thu Mar 04, 2021 7:24 pm
- Forum: Logistic Train Network
- Topic: Bug: After last update LTN sends trains to wrong stations.
- Replies: 3
- Views: 2064
Re: Bug: After last update LTN sends trains to wrong stations.
Use LTN Manager or LTN Tracker, depending on your game version, to help you figure out what you're telling LTN.
If you've looked through all your stations in one of those GUIs and determined they're all correct, upload a save showing the issue.
If you've looked through all your stations in one of those GUIs and determined they're all correct, upload a save showing the issue.
- Thu Mar 04, 2021 7:01 pm
- Forum: General discussion
- Topic: Inserter clocking related question
- Replies: 9
- Views: 3628
Re: Inserter clocking related question
I wasn't aware inserters used to freeze while waiting for additional items from a belt, but the fact that they now don't is my point. An inserter with a minimum stack is likely to have undesirable behavior when pulling items from a belt. It seems to me that either the minimum stack gets ignored some...
- Wed Mar 03, 2021 6:53 pm
- Forum: Questions, reviews and ratings
- Topic: Informatron
- Replies: 2
- Views: 1706
Re: Informatron
What other mods are you using?
- Wed Mar 03, 2021 6:39 pm
- Forum: General discussion
- Topic: Inserter clocking related question
- Replies: 9
- Views: 3628
Re: Inserter clocking related question
The biggest issue I see is inserters from belts. How would an inserter pulling from a belt know if it will be able to find all twelve items? Would it simply sit and wait with eleven in its hand if the twelfth gets stolen by the player?
- Mon Mar 01, 2021 8:52 pm
- Forum: Modding help
- Topic: Fixing the Concrete Lamppost
- Replies: 6
- Views: 1793
Re: Fixing the Concrete Lamppost
There's a missing comma at the end of lines 16 and 28.
- Mon Mar 01, 2021 7:53 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 68582
Re: [MOD 1.1] Inventory Sensor
You can change the mod settings (on the map tab) to increase the update frequency, but this will also reduce performance.
- Mon Mar 01, 2021 3:49 pm
- Forum: Logistic Train Network
- Topic: Suggestion: Dump Station
- Replies: 11
- Views: 3862
Re: Suggestion: Dump Station
I wouldn't be surprised if this thread spawned the mod, but there is now an LTN Cleanup mod.
- Mon Mar 01, 2021 3:22 pm
- Forum: Logistic Train Network
- Topic: Getting LTN network data
- Replies: 1
- Views: 1095
Re: Getting LTN network data
I think you're looking for LTN Content Reader. I don't know how it treats multiple surfaces, though.
- Wed Feb 24, 2021 3:48 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 10k SPM bot-free train-heavy modular base
- Replies: 8
- Views: 20785
Re: 10k SPM bot-free train-heavy modular base
Or, you could use vanilla train limits and same-name stations for an equally effective system. I really don't think you can. Vanilla is certainly a lot closer to LTN than without station limits, but LTN will only dispatch trains when the receiving station is low on the cargo that the supplying stat...
- Mon Feb 22, 2021 3:05 pm
- Forum: Gameplay Help
- Topic: [1.1.25] Assembling machine "item ingredient shortage" & Inserter "waiting for space in destination""
- Replies: 7
- Views: 2284
Re: [1.1.25] Assembling machine "item ingredient shortage" & Inserter "waiting for space in destination""
How do you prevent damaged items from returning to the logistics network? Is there a way to tell your trash slots to only accept full-health items?
- Thu Dec 05, 2019 9:28 pm
- Forum: Duplicates
- Topic: weird stack inserter and rail bug
- Replies: 2
- Views: 1117
- Sat Nov 30, 2019 5:46 am
- Forum: News
- Topic: Friday Facts #322 - New Particle system
- Replies: 58
- Views: 29344
Re: Friday Facts #322 - New Particle system
So your assumptions lead you to believe that the factorio devs missed a factor-of-eight size optimization? And you have thought about this and determined that your assumptions are probably correct? If I were trying to design a bit-packed particle system, I'd also include: * Emitter ID (minimum 20 bi...
- Thu Nov 28, 2019 7:06 pm
- Forum: Technical Help
- Topic: How do radars influence visible chunks updates?
- Replies: 10
- Views: 2824
Re: How do radars influence visible chunks updates?
This seems exceedingly unlikely. What was the distance from your player to the two locations, and how did you measure that distance?
- Thu Nov 28, 2019 6:59 pm
- Forum: Gameplay Help
- Topic: Train load/unload balancing
- Replies: 3
- Views: 2127
Re: Train load/unload balancing
I would use a 1-to-6 balancer for each wagon rather than using circuits. But if you want circuits, wire each bank of 6 chests together and send that to the input of an "iron ore / -6, output iron ore" combinator. Use the same wire color to connect the combinator output to all the inserters...
- Wed Nov 27, 2019 4:22 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1212723
Re: Bugs & FAQ
I'd guess you need to process less saphirite/jivolite and instead process more stiratite/crontinnium. If you're going all the way to purified crystals, you might even stop at crystals for now, since purified gives you 1.5 iron ore per copper ore, while everything else gives you 2 iron ore per copper...
- Wed Nov 27, 2019 3:13 am
- Forum: Gameplay Help
- Topic: Combinators problem
- Replies: 4
- Views: 1619
Re: Combinators problem
I'd also add: - Combinators operate in discrete time, and implicitly sum all connected outputs. Happy side effect: You can build a clock. (Constant combinator that outputs A=1, connected to both the input and output of an "A < 5, output A's input value" combinator. A starts at 1, increment...
- Tue Nov 26, 2019 12:09 am
- Forum: Bob's mods
- Topic: Electrolyser for Olefin Plant
- Replies: 2
- Views: 1374
Re: Electrolyser for Olefin Plant
ABPy issues usually need to be reported to kingarthur over here.
He will probably want the list of all the mods you're using.
He will probably want the list of all the mods you're using.
- Mon Nov 25, 2019 7:49 pm
- Forum: Resolved Problems and Bugs
- Topic: Train pathing penalty is incorrect if there are 2 or more trains in a segment.
- Replies: 6
- Views: 4241
Re: Train pathing penalty is incorrect if there are 2 or more trains in a segment.
9 is almost certainly because, even with the various pathing penalties, the false station is closer than the true station. What problem are you trying to solve with these false stations?
- Mon Nov 25, 2019 1:03 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 357009
Re: [MOD 0.17] Industrial Revolution
https://mods.factorio.com/mod/Industria ... /downloads
Download the version you want and put it in your mods folder. Delete the newer version, or hop through some hoops in the mods window to explicitly select the older version.
Download the version you want and put it in your mods folder. Delete the newer version, or hop through some hoops in the mods window to explicitly select the older version.