Woohoo! Flying brain bugs! We'll need air defense strategies
I love all this new hotness... but please please PLEEEEEZZZEEEEE find a way to make train bridges and/or tunnels (some type of non-conflicting intersection) a thing.
Search found 9 matches
- Fri Feb 04, 2022 10:37 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 142194
- Sun Aug 22, 2021 10:23 pm
- Forum: Logistic Train Network
- Topic: Dispatching from disconnected train network
- Replies: 5
- Views: 2083
Re: Dispatching from disconnected train network
I've got well north of 500 stops in this save. I think it just might be quicker to update the Dispatcher.getProviders function and add a check for track continuity between the requestor and the provider. Now I just need to figure out the Factorio API :D Anyone know if there is a existing call to che...
- Fri Aug 20, 2021 6:41 am
- Forum: Logistic Train Network
- Topic: Dispatching from disconnected train network
- Replies: 5
- Views: 2083
Dispatching from disconnected train network
I built my new base a way away from the old one down a rail line back to my old mall, and when I finished the new base I torn down the rail lines from the old base to the new. The problem is that LTN dispatched trains to requesters on the other side, even though the track was no longer there. This r...
- Wed Mar 20, 2019 8:40 am
- Forum: Logistic Train Network
- Topic: [0.16 / 0.17] LTN Tracker - a GUI for LTN
- Replies: 270
- Views: 111383
LTN Crashing the map/trigger unknown
LTN Version: 1.10.4 Factorio Version: 17.16 I'm not entirely sure what's causing the crash. After looking around at my trains, I notices that I had a train sitting at a requester stop just sitting there, empty as it has already unloaded the requested cargo. Whenever I tried to clear the schedule, th...
- Sat Feb 16, 2019 7:18 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 93121
Re: Friday Facts #282 - 0.17 in sight
Thanks for the info. Iβm especially excited for the blueprint UX update. I use BPs extensively and so improvements here really improve my quality of life. I love the nesting of books and long name support. π A couple of ideas for making 6his event better: - a mouse over of the icon shows a preview o...
- Sat Feb 02, 2019 4:18 am
- Forum: Mods
- Topic: [MOD 0.13] Smart Display - circuit informations display
- Replies: 63
- Views: 38269
Re: [MOD 0.13] Smart Display - circuit informations display
I was about to post a problem between smart display and my power armor that causes the map to crash out, but drkusa reported the exact same error back in July. Error while running event SmartDisplayRedux::on_tick (ID 0) LuaEquipmentGrid doesn't contain key name. stack traceback: __SmartDisplayRedux_...
- Tue May 15, 2018 2:27 am
- Forum: Logistic Train Network
- Topic: Detecting incoming train
- Replies: 4
- Views: 4763
Detecting incoming train
I'm trying to figure out a way to set the programmable speaker to ring when the lamp on the LTN station is yellow ("incoming train"). I hooked the speaker up to the lamp, but I'm unclear on what the lamp settings should be to detect "yellow" on the lamp?
Thanks!
Thanks!
- Wed Aug 16, 2017 2:27 am
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 77152
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.11
Thanks! I really appreciate it
- Mon Aug 07, 2017 6:49 am
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 77152
Re: [MOD 0.14/0.15] Inventory Sensor 1.4.11
Would you please post a blueprint string for the car loader? I'm trying to wrap my brain around circuit networks and I think looking at your setup would be very helpful.
Thanks!
Thanks!