Search found 42 matches
- Sat Dec 19, 2020 5:36 am
- Forum: Gameplay Help
- Topic: How is the filtered-stack-inserter filter chosen?
- Replies: 2
- Views: 981
How is the filtered-stack-inserter filter chosen?
Factorio v1.1.6 I'm trying to understand how "set filters" works with the filtered-stack-inserter. I know it ignores signals with negative values, but other than that, how is the single item selected from the positive signals? I ask because I have a chain of filtered-stack-inserters with &...
- Fri Dec 18, 2020 10:31 pm
- Forum: Duplicates
- Topic: Reconsideration of "won't fix" bug regarding ghost-poles not being connected.
- Replies: 4
- Views: 2807
Re: Reconsideration of "won't fix" bug regarding ghost-poles not being connected.
It's not a duplicate report as the original report was about a placed blueprint having to be placed again. I'm telling you that the bug is damaging a blueprint template: a work that is kept around and modified as need be. Blueprints are then taken from that for use in the factory. After the update t...
- Fri Dec 18, 2020 7:48 pm
- Forum: Duplicates
- Topic: Reconsideration of "won't fix" bug regarding ghost-poles not being connected.
- Replies: 4
- Views: 2807
Reconsideration of "won't fix" bug regarding ghost-poles not being connected.
I added a comment to a "won't fix" bug but I'm not sure it was seen. https://forums.factorio.com/viewtopic.php?f=58&t=91880 This is not a "minor" issue, nor is it always easily corrected. If anyone works with a sandbox that has designs that are fully or partially "ghost&...
- Thu Dec 17, 2020 3:00 pm
- Forum: Won't fix.
- Topic: [1.1.0] Ghost poles placed in 1.0 are built without electric wires
- Replies: 5
- Views: 2402
Re: [1.1.0] Ghost poles placed in 1.0 are built without electric wires
This is NOT a "minor" issue, nor is it always easily corrected. For those of us that use a sandbox to work with ghost designs and then create blueprints from those ghost designs, it corrupts the blueprints. If we then share these blueprints, it causes problems for the users of them. Detail...
- Thu Dec 17, 2020 2:57 pm
- Forum: Duplicates
- Topic: 1.1.x Removes 1.0.0 Connections Between Ghost Power Units
- Replies: 3
- Views: 1999
Re: 1.1.x Removes 1.0.0 Connections Between Ghost Power Units
Here's my method of fixing my blueprints: 1) Make sure the blueprint matches the ghost factory. 2) Destroy the ghost factory. Ensure no "realized" entities remain. 3) Place the broken blueprint. 4) Use a destruction planner to remove poles and substations. 5) Undo! 6) Capture a new bluepri...
- Thu Dec 17, 2020 1:38 pm
- Forum: Duplicates
- Topic: 1.1.x Removes 1.0.0 Connections Between Ghost Power Units
- Replies: 3
- Views: 1999
1.1.x Removes 1.0.0 Connections Between Ghost Power Units
I have a sandbox with a number of fairly large blueprints laid out as ghost builds, created under v1.0.0. If I encounter a problem with these designs during play, I'll fix the ghost layouts and capture new blueprints from them. With the upgrade to v1.1.5 (now 1.1.6), all of the connections between m...
- Wed Dec 16, 2020 4:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.1] Power pole does not reconnect when blueprinted over one marked for deconstruction
- Replies: 4
- Views: 2880
Re: [Rseding91] [1.1.1] Power pole does not reconnect when blueprinted over one marked for deconstruction
I don't think this is fully fixed (currently v1.1.6). I placed a blueprint on never-touched ground and the grid of power poles are all independent (no wires between them) after being placed by bots. Could this be something in the blueprint itself? In my sandbox they're all ghosts (originally created...
- Tue Dec 08, 2020 4:00 pm
- Forum: Logistic Train Network
- Topic: Can't Avoid "With Missing Cargo" Messages
- Replies: 3
- Views: 2210
Re: Can't Avoid "With Missing Cargo" Messages
Would you be willing to make this warning disable-able via the "no warnings" option in the station config?
Same for arriving with "unrequested cargo". Sometimes it's intentional.
Same for arriving with "unrequested cargo". Sometimes it's intentional.
- Fri Dec 04, 2020 2:46 pm
- Forum: Logistic Train Network
- Topic: Can't Avoid "With Missing Cargo" Messages
- Replies: 3
- Views: 2210
"
There are two problems with "locked slots": 1) 12 inserters can move 144 items per swing which means, as I understand it, that I'd need 3 locked slots with an average of 1/2 that (75 ore) being left empty. My solution gets it down to under 12 ore left empty. But I agree... not worth the ef...
- Thu Dec 03, 2020 9:30 pm
- Forum: Logistic Train Network
- Topic: Can't Avoid "With Missing Cargo" Messages
- Replies: 3
- Views: 2210
Can't Avoid "With Missing Cargo" Messages
The new version of LTN has messages when a train leaves a provider without its full load of cargo. I have some mines that offer multiple types of ore and they generally leave a small (like a 1/4 slot) unfilled to ensure that no inserter is left holding something when the train departs. Is there a wa...
- Tue Oct 13, 2020 2:43 am
- Forum: Energy Production
- Topic: Tileable Nuclear setup (v4)
- Replies: 8
- Views: 24710
Re: Tileable Nuclear setup (v4)
Great design! Thank you so much. I had trouble using this with the Waterfill mod which wouldn't let me create water areas in the space required. At least, not without doing both waterfill and landfill. I also wanted it to be self-building so worked in some roboports. Then a few other small changes. ...
- Thu Jan 30, 2020 8:57 pm
- Forum: Logistic Train Network
- Topic: Bug: Incomplete Unloading for Time-Limited Trains
- Replies: 10
- Views: 2811
Re: Bug: Incomplete Unloading for Time-Limited Trains
Bronze? Heh. I can only produce yellow belts and not in great quantities! Right now all my stations run grey (basic) tech with the exception of a few yellow underground belts needed for their reach. I like using trains for everything. I get to create proper, efficient, extensible, bulk generation of...
- Thu Jan 30, 2020 12:44 pm
- Forum: Logistic Train Network
- Topic: Bug: Incomplete Unloading for Time-Limited Trains
- Replies: 10
- Views: 2811
Re: Bug: Incomplete Unloading for Time-Limited Trains
A base std inserter does 0.83 items/second. A stock ore car holds 2000 items. You'd need 21 parallel inserters to fill that car in under 120s. With an un-modded game, I don't see anyone not having stack inserters by the time trains start running so it seems unlikely that everyone would ever encounte...
- Thu Jan 30, 2020 5:51 am
- Forum: Logistic Train Network
- Topic: Bug: Incomplete Unloading for Time-Limited Trains
- Replies: 10
- Views: 2811
Re: Bug: Incomplete Unloading for Time-Limited Trains
Increasing the timeout to 500s was the solution I chose when I first observed the problem. I thought it might be good to have something that is safe "out of the box" is all.
- Wed Jan 29, 2020 1:19 pm
- Forum: Logistic Train Network
- Topic: Bug: Incomplete Unloading for Time-Limited Trains
- Replies: 10
- Views: 2811
Bug: Incomplete Unloading for Time-Limited Trains
TL/DR: Trains that abort filling due to a timeout will often fail to unload completely under the same tech because it times out just before the last items are removed. I love this mod! I've never had any problems with it. I find it so insanely useful that I wrote a long article called Brian's Trains...
- Fri Mar 22, 2019 12:41 pm
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 43989
Re: Tunnel or bridges for trains
Trains stopped underground are a problem but not a insurmountable one. I'd treat the underground section like a single chest. To remove it, everything in it has to go into your inventory before the section can be "mined". If a train gets stuck, you can remove the underground section along ...
- Fri Mar 22, 2019 12:28 pm
- Forum: Not a bug
- Topic: Bug With Manual Blueprint Filling
- Replies: 4
- Views: 903
Re: Bug With Manual Blueprint Filling
If I place an iron chest over a steel chest, the circuit connection remains. But if I place an iron chest over a steel chest *ghost*, the circuit connection is lost. It may not be a bug but it is an inconsistency.
-- Brian
-- Brian
- Thu Mar 21, 2019 8:45 pm
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 262428
Re: Stations & other LTN based designs
The LTN is amazing, thanks for the work! Here's my complete train manifesto and blueprint book based upon it. It has various length provider and requester stations, plus a roboport serviced depot "hub".
https://factorioprints.com/view/-LaIPNgh8f16V8EwXXpW
https://factorioprints.com/view/-LaIPNgh8f16V8EwXXpW
- Tue Mar 19, 2019 6:02 pm
- Forum: Implemented in 2.0
- Topic: Tunnel or bridges for trains
- Replies: 113
- Views: 43989
Request: Support Underground Trains
When running a lot of trains, junctions become the bottleneck. Support for underground train tunnels would reduce this by allowing trains going straight through to skip the merge/turn parts of the junction. It would probably need to run up to 24 train segments (24m?) or more underground.
- Tue Mar 19, 2019 5:55 pm
- Forum: Not a bug
- Topic: Bug With Manual Blueprint Filling
- Replies: 4
- Views: 903
Bug With Manual Blueprint Filling
If I'm laying a blueprint but don't have all the exact parts to fulfill it, it would be nice to make some substitutions. For example, iron chests instead of steel chests. If the exact item for the blueprint is layed down, any circuit connections will be set. However, if I lay down a compatible item ...