Search found 341 matches

by torne
Wed May 10, 2017 12:27 pm
Forum: Mods
Topic: [MOD 0.14.x] Bottleneck
Replies: 115
Views: 99107

Re: [MOD 0.14.x] Bottleneck

The per player settings would work fine to keep track of which players wanted the feature on or off, but the coloured lights are actually entities in the world: if they exist then all players can see them and if they don't then no player can see them. There isn't an obvious way to have them show up ...
by torne
Tue May 09, 2017 4:44 pm
Forum: Ideas and Suggestions
Topic: Coal Liquefaction without plastics
Replies: 1
Views: 812

Re: Coal Liquefaction without plastics

Coal liquefaction requires heavy oil as an input, so if you have no oil you won't be able to do it even if you can research it.
by torne
Tue May 09, 2017 3:04 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 157600

Re: [MOD 0.14.x]Helmod: Assistant to plan its base.

It seems like it would be more useful if the "Resources" tab only displayed the input resources required by this production line, and not also all the intermediate resources that are both produced and also consumed by the same production line. Right now there's no easy way to tell what inp...
by torne
Mon May 08, 2017 6:51 pm
Forum: General discussion
Topic: Loading nuclear reactors
Replies: 39
Views: 19975

Re: Loading nuclear reactors

Here is the setup I'm using: One core is powered constantly [only 1 fuel cell at a time], the second core is only powered up if the 500 degree steam tanks drop below threshold level, for better fuel efficiency. Doesn't that make the fuel efficiency *worse*, not better? When you're just running one ...
by torne
Sun May 07, 2017 9:53 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 518932

Re: Simple Questions and Short Answers

If they're carrying partially used repair tools they need available slots in an actual roboport to store them. Are you loading brand new repair packs into roboports by any chance? If so, then don't do this - robots will get them from provider chests when needed and you should only let them store the...
by torne
Sat May 06, 2017 12:57 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 518932

Re: Simple Questions and Short Answers

Nemac wrote:how to 'free' stuck construction robots?

Got some bot just fly above the roboport and wait there. Delete the ports seems not to help.
They might be holding items from deconstruction and waiting for somewhere to put them; do you have enough storage chests?
by torne
Thu May 04, 2017 1:07 am
Forum: Ideas and Suggestions
Topic: Requester chest set and read content
Replies: 7
Views: 8011

Re: Requester chest set and read content

It works for filter inserters because the two things are taken into consideration at different points in time: the filter is only relevant when the hand is empty and it's deciding whether to pick up an item, so the "read hand contents" data doesn't interfere with the filter setting. It's n...
by torne
Wed May 03, 2017 12:45 am
Forum: Not a bug
Topic: [0.15.x] Deconstructed rails persist on map view
Replies: 5
Views: 1805

Re: [0.15.x] Deconstructed rails persist on map view

Or use a shorter train maybe :)
by torne
Tue May 02, 2017 9:27 pm
Forum: Not a bug
Topic: [0.15.x] Deconstructed rails persist on map view
Replies: 5
Views: 1805

Re: [0.15.x] Deconstructed rails persist on map view

The map simply doesn't get updated when things in the world change, unless the chunk affected is within radar range (of the player or a radar station). The non-radar-covered chunks of the map are intended to be a stale snapshot of what they looked like the last time they were scanned; it's the fog o...
by torne
Tue May 02, 2017 9:19 pm
Forum: General discussion
Topic: Still problems with unpowerded combinators
Replies: 6
Views: 2738

Re: Still problems with unpowerded combinators

I think combinators continue to output the last signal they were outputting when power is low; it's just they don't update any more? Not sure though..
by torne
Tue May 02, 2017 8:11 pm
Forum: Technical Help
Topic: Can you periodically save the game? (Not autosave)
Replies: 2
Views: 885

Re: Can you periodically save the game? (Not autosave)

You can use --start-server-load-latest instead of specifying the filename, and ti will just load the latest autosave.
by torne
Tue May 02, 2017 8:04 pm
Forum: Ideas and Suggestions
Topic: Requester chest set and read content
Replies: 7
Views: 8011

Re: Requester chest set and read content

I don't think this would work even if they weren't radio buttons: both numbers are positive, so you'd just end up *adding* the contents of the chest to what you were requesting, causing it to request things forever.
by torne
Tue May 02, 2017 8:01 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 200506

Re: Solar panels less of a no-brainer

The same number of boilers now consumes more coal, but also puts out proportionally more power. The amount of power generated per coal/solid fuel is exactly the same as in 0.14.
by torne
Tue May 02, 2017 5:18 pm
Forum: Not a bug
Topic: [0.15.x / 4] Blueprints not saving logic settings
Replies: 6
Views: 1963

Re: [0.15.x / 4] Blueprints not saving logic settings

The entity-specific settings only get set if the entity was placed by the bot. The cables get added if the entity at *either* end of the cable was placed by the bot. This is how it's always worked alas..
by torne
Tue May 02, 2017 2:29 pm
Forum: General discussion
Topic: Train station misalignment - bug or feature?
Replies: 2
Views: 1590

Re: Train station misalignment - bug or feature?

Each locomotive/wagon is 6 tiles long, but they have a 1 tile space between them. Because stations can only be placed on the 2x2 rail grid, not the 1x1 tile grid, this means that two stations have to be an even number of wagon-lengths apart in order to produce the same spacing as one longer train. I...
by torne
Mon May 01, 2017 7:56 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 289400

Re: [Mod 0.14/0.15] Logistic Train Network 1.2.1

You're expected to build a circuit network controlled loading station which uses the signals output by the train stop to load the correct amount. If you don't want to do that, you can instead disable the 2s inactivity timeout in the mod configuration, but then inserters will end up with items held i...
by torne
Thu Apr 27, 2017 3:40 pm
Forum: Ideas and Suggestions
Topic: Leveling water material
Replies: 3
Views: 897

Re: Leveling water material

You can't create water specifically to stop you from using it to block the aliens from attacking.
by torne
Wed Apr 26, 2017 7:43 pm
Forum: Gameplay Help
Topic: Set Filter AND Enable/Disable?
Replies: 3
Views: 3119

Re: Set Filter AND Enable/Disable?

Just have your circuit set the filter to nothing when you want it to be disabled.
by torne
Mon Apr 24, 2017 9:43 pm
Forum: Technical Help
Topic: After exit, cannot load secure webpages (https) until reboot
Replies: 13
Views: 5283

Re: After exit, cannot load secure webpages (https) until reboot

Do you have any security/antivirus software running? My first guess would be that you have some security program which is trying to examine all network traffic and is getting into a bad state after it sees some network traffic caused by Factorio.
by torne
Mon Apr 24, 2017 8:14 pm
Forum: Technical Help
Topic: [0.15] (Steam) I can't see / download the update
Replies: 3
Views: 2879

Re: [0.15] (Steam) I can't see / download the update

If you're not opted into any beta builds you won't get 0.15 - 0.15 is currently a beta build. You need to opt in to it.

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