Search found 368 matches

by DaleStan
Thu Mar 04, 2021 7:26 pm
Forum: Modding discussion
Topic: Making Biter attacks based on Time intervals
Replies: 6
Views: 2273

Re: Making Biter attacks based on Time intervals

DaveMcW wrote:
Thu Mar 04, 2021 7:20 pm
It is already a setting in freeplay.
That looks to me like it's for expansions, not for invasions.
by DaleStan
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.
by DaleStan
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...
by DaleStan
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?
by DaleStan
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?
by DaleStan
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.
by DaleStan
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.
by DaleStan
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.
by DaleStan
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.
by DaleStan
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...
by DaleStan
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?
by DaleStan
Thu Dec 05, 2019 9:28 pm
Forum: Duplicates
Topic: weird stack inserter and rail bug
Replies: 2
Views: 1117

Re: weird stack inserter and rail bug

This looks to me like a duplicate: 76323 and 57642
by DaleStan
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...
by DaleStan
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?

orzelek wrote:
Thu Nov 28, 2019 5:28 pm
Was you avatar closer to one of the locations?
husnikadam wrote:
Thu Nov 28, 2019 5:50 pm
no it wasn't
This seems exceedingly unlikely. What was the distance from your player to the two locations, and how did you measure that distance?
by DaleStan
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...
by DaleStan
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...
by DaleStan
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...
by DaleStan
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.
by DaleStan
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?
by DaleStan
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.

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