Search found 1507 matches
- 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...
- Thu Dec 03, 2020 4:55 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 23077
- Thu Dec 03, 2020 4:38 pm
- Forum: Releases
- Topic: Version 1.1.4
- Replies: 24
- Views: 16719
Re: Version 1.1.4
then your API is not providing proper cache invalidationKlonan wrote: βThu Dec 03, 2020 4:34 pmIts fine for me, maybe you have some cached versionlukegb wrote: βThu Dec 03, 2020 4:19 pmHmm, https://factorio.com/api/latest-releases still says 1.1.3 is the latest for headless (although the website itself is correct).
https://restfulapi.net/caching/
- 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...
- 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...
- 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
I don't run into those issues, I've got 247 trains on my network, the map is incredibly large, as well.
- Thu Dec 03, 2020 3:56 pm
- Forum: Releases
- Topic: Version 1.1.4
- Replies: 24
- Views: 16719
- Tue Dec 01, 2020 1:01 am
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 23077
- 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 ...
- 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...
- 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 ...
- 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...
- 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
- 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.
- 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'.
- 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.
- 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
- 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.
- 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...
- 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.