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by ptx0
Thu Dec 03, 2020 4:59 pm
Forum: Ideas and Suggestions
Topic: [1.1.2 mac] Train Limits - scheduling FROM nearest station
Replies: 16
Views: 2771

Re: [1.1.2 mac] Train Limits - scheduling FROM nearest station

As long as you concentrate everything of one kind in one place you're fine. One block of iron smelters, one block that needs green circuits, one block that needs copper plates. As soon as you place consumers of one item further apart, you'll run into the described problems. One use case would be to...
by ptx0
Thu Dec 03, 2020 4:55 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23077

Re: Dynamic train schedule

Pat4yczek wrote: ↑
Thu Dec 03, 2020 4:50 pm
In 1.1 eperimantal you have limit of trains on station
there is option to control this by electric cirquit

Great stuff I could say

Now trains can use shedules withouth skipping station
not at all what's being discussed here!
by ptx0
Thu Dec 03, 2020 4:38 pm
Forum: Releases
Topic: Version 1.1.4
Replies: 24
Views: 16719

Re: Version 1.1.4

Klonan wrote: ↑
Thu Dec 03, 2020 4:34 pm
lukegb wrote: ↑
Thu Dec 03, 2020 4:19 pm
Hmm, https://factorio.com/api/latest-releases still says 1.1.3 is the latest for headless (although the website itself is correct).
Its fine for me, maybe you have some cached version
then your API is not providing proper cache invalidation :-)

https://restfulapi.net/caching/
by ptx0
Thu Dec 03, 2020 4:34 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 212533

Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders

I thought the bots/belts debate was a bit overblown to be honest. If bots are overpowered, and I don't really believe they are, it's not because of their throughput. loaders max out at 2 items per tick, 120 items/sec and inserters max out at 1 item per tick, 60/sec (from an inventory to belt/vice v...
by ptx0
Thu Dec 03, 2020 4:33 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23077

Re: WHEN / IF conditions on train schedule

Proposal is to have a WHEN and IF condition option in the button alongside "OR" and "AND", these will be evaluated by the train BEFORE it decides to path. This is pretty much OP's request, said in a more straightforward and concise way : [...] I fail to see in what they are diff...
by ptx0
Thu Dec 03, 2020 4:28 pm
Forum: Ideas and Suggestions
Topic: [1.1.2 mac] Train Limits - scheduling FROM nearest station
Replies: 16
Views: 2771

Re: [1.1.2 mac] Train Limits - scheduling FROM nearest station

ralfoeldi wrote: ↑
Thu Dec 03, 2020 12:39 pm
Nilaus just commented on train limits. He sees it as a game changer for large scale train networks. And it could be. But everybody trying it will run into the same issues as stated in my OP.
I don't run into those issues, I've got 247 trains on my network, the map is incredibly large, as well.
by ptx0
Thu Dec 03, 2020 3:56 pm
Forum: Releases
Topic: Version 1.1.4
Replies: 24
Views: 16719

Re: Version 1.1.4

Kiu wrote: ↑
Thu Dec 03, 2020 3:43 pm
Update failed:
.../Factorio/data/core/locale/pl/info.json has unexpected content

Win64/de/GOG/InClient-Update-Method
if you're trying to report a bug, wrong place.
by ptx0
Tue Dec 01, 2020 1:01 am
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23077

Re: Dynamic train schedule

Koub wrote: ↑
Mon Nov 30, 2020 8:37 pm
[Koub] Merged into older thread with same or very similar suggestion.
mine was specific, and rather different from the rest of these. feels shitty man.
by ptx0
Mon Nov 30, 2020 5:46 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23077

Re: WHEN / IF conditions on train schedule

example problem i'm trying to solve: 1. train goes to miner 2. waits until full 3. goes to waiting bay until destination slot free 4. travel to destination 5. destination is already full, but train schedule has a timeout condition so that it heads back to mine after 90 seconds of inactivity, which ...
by ptx0
Mon Nov 30, 2020 5:34 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23077

Re: WHEN / IF conditions on train schedule

Who prevents you from doing all that logic externally via combinators and then only send a "checkmark" = 1 signal to the train? you can't control the train schedule in a particular train, you can only disable every station. unless you can tell me how to have one train avoid going to a min...
by ptx0
Mon Nov 30, 2020 5:20 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23077

WHEN / IF conditions on train schedule

A lot of requests around trains involve 'have train go to station only if certain condition is true'. Some of them involve train conditions, like fuel level. Proposal is to have a WHEN and IF condition option in the button alongside "OR" and "AND", these will be evaluated by the ...
by ptx0
Mon Nov 30, 2020 4:27 pm
Forum: Ideas and Suggestions
Topic: [1.1.2 mac] Train Limits - scheduling FROM nearest station
Replies: 16
Views: 2771

Re: [1.1.2 mac] Train Limits - scheduling FROM nearest station

don't think this will be implemented in vanilla due to the overhead of determining which train is closest - train pathfinder performance is already spicy enough with a fair number of trains on the map. you might want to try a mod like LTN that lets you do a closer approximation of what you're wantin...
by ptx0
Mon Nov 30, 2020 4:20 pm
Forum: Minor issues
Topic: [1.1.2] copying small trains turns it into big train
Replies: 2
Views: 1212

Re: [1.1.12] copying small trains turns it into big train

posila wrote: ↑
Mon Nov 30, 2020 2:48 pm
Hmm ... I feel like this will be won't fix for 5 years, until we start saving rolling stock connections in blueprints ... like electric network connections.
this would fix Chonky Trains and other mods that alter train sizes. ;)
by ptx0
Mon Nov 30, 2020 4:19 pm
Forum: Gameplay Help
Topic: [1.1.2] trains refuse to path through station
Replies: 8
Views: 1925

Re: [1.1.2] trains refuse to path through station

add some stackers, for the love of dog! that rail network is broken.
by ptx0
Mon Nov 30, 2020 4:14 pm
Forum: General discussion
Topic: Chain signals are overused
Replies: 23
Views: 8387

Re: Chain signals are overused

it'd be easier to take your straw man argument seriously if you had pictures of the things you're talking about, and examples of how to optimise them by removing 'unnecessary chain signals'.
by ptx0
Sun Nov 29, 2020 11:42 pm
Forum: Gameplay Help
Topic: Looking for a lua way to delete all nuclear scorch marks
Replies: 11
Views: 4247

Re: Looking for a lua way to delete all nuclear scorch marks

it's because it actually changes the tile, there's no way to remove them without cloning the area around the scorch marks using lua.
Screenshot_20201129_154122.png
Screenshot_20201129_154122.png (39.71 KiB) Viewed 4180 times
by ptx0
Sun Nov 29, 2020 10:10 pm
Forum: Gameplay Help
Topic: Looking for a lua way to delete all nuclear scorch marks
Replies: 11
Views: 4247

Re: Looking for a lua way to delete all nuclear scorch marks

didn't wanna use lua, but now you're using lua ;)
by ptx0
Sun Nov 29, 2020 9:45 pm
Forum: Duplicates
Topic: [1.1.2] LogisticSupply is not consistent crash with Spidertron Extended mod
Replies: 2
Views: 548

Re: [1.1.2] LogisticSupply is not consistent crash with Spidertron Extended mod

it doesn't crash when i begin a new game, or if i cheat spidertrons into the map. and their fuel requirement is properly disabled.
by ptx0
Sun Nov 29, 2020 9:39 pm
Forum: Duplicates
Topic: [1.1.2] LogisticSupply is not consistent crash with Spidertron Extended mod
Replies: 2
Views: 548

[1.1.2] LogisticSupply is not consistent crash with Spidertron Extended mod

https://tripleback.net/public/K2SE-1.1.zip Removing Spidertron Extended from the mod lineup fixes the problem, I don't have any logistics requests for dt-fuel though the Spidertrons consume fuel because of K2.. and I'm trying to use Spidertron Extended to eliminate the fuel requirement. 98.622 Loadi...
by ptx0
Sun Nov 29, 2020 5:20 pm
Forum: Ideas and Suggestions
Topic: Request to Be Able to Move Pollution Manually
Replies: 3
Views: 840

Re: Request to Be Able to Move Pollution Manually

use Better Air Filters mod.

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