Search found 42 matches

by bcwhite
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 &...
by bcwhite
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...
by bcwhite
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&...
by bcwhite
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...
by bcwhite
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...
by bcwhite
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...
by bcwhite
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...
by bcwhite
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.
by bcwhite
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...
by bcwhite
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...
by bcwhite
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. ...
by bcwhite
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...
by bcwhite
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...
by bcwhite
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.
by bcwhite
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...
by bcwhite
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 ...
by bcwhite
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
by bcwhite
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
by bcwhite
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.
by bcwhite
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 ...

Go to advanced search