Search found 9 matches

by LordAn77
Wed Feb 17, 2021 10:45 am
Forum: Outdated/Not implemented
Topic: Split Belt
Replies: 11
Views: 3504

Re: Split Belt

Ofc. I would also take a splitter-based solution if that is preferable for technical or development reasons. It's just strange to me that currently belt lane splitting requires underground belts (whose primary purpose is to transport things underground), just because it's the only thing that just so...
by LordAn77
Tue Feb 16, 2021 12:44 pm
Forum: Outdated/Not implemented
Topic: Split Belt
Replies: 11
Views: 3504

Re: Split Belt

Ironically, FFF-364 was exactly the post that gave me this idea, as with this, the 4 lanes would stay completely independent and separated, quite unlike with a splitter approach.
by LordAn77
Tue Feb 16, 2021 12:08 pm
Forum: Outdated/Not implemented
Topic: Split Belt
Replies: 11
Views: 3504

Re: Split Belt

I can appreciate if there are technical hurdles for this. However, 2 splitters loading onto 2 belts does not do the same thing, at least not without undergrounds - it wouldn't work with sushi belts and just end up mixing the 2 lanes after all. The point is not that the 2 belts go in different direct...
by LordAn77
Tue Feb 16, 2021 11:34 am
Forum: Outdated/Not implemented
Topic: Split Belt
Replies: 11
Views: 3504

Re: Split Belt

Umm, is there some additional feedback behind the "No"?!? * I have looked and AFAICT this hasn't been suggested (but may ofc. have missed it, "split" + "belt" aren't exactly rare terms in this game) * Was the suggestion in a wrong format? If so, how? * Do you guys simpl...
by LordAn77
Tue Feb 16, 2021 11:01 am
Forum: Outdated/Not implemented
Topic: Split Belt
Replies: 11
Views: 3504

Split Belt

TL;DR Split belt: used to split the 2 lanes of a belt and send them off to opposing directions What ? A new belt (in different belt tiers) that is 2 belt ends going off in opposite directions: scr-347-cropped.png Why ? In the game it's trivial to combine belt lanes into a single lane by side-loadin...
by LordAn77
Fri Apr 24, 2020 10:13 am
Forum: Resolved Problems and Bugs
Topic: [0.18.20] Error when trying to update mods
Replies: 7
Views: 3902

Re: [0.18.20] Error when trying to update mods

I also have this bug ... aaaand it's fixed! The turn-around time for bug fixes is amazing in this game! :)
by LordAn77
Thu Jan 09, 2020 12:09 pm
Forum: Duplicates
Topic: [0.17.79] Crash loading save after disabling mod (TargetDeserialiser::loadRegisteredReferences)
Replies: 1
Views: 940

[0.17.79] Crash loading save after disabling mod (TargetDeserialiser::loadRegisteredReferences)

:P Currently dabbling with a Bob & Angel set-up that includes the "ScienceCostTweaker Mod (mexmer)" mod. When disabled that mod and load my save game that included it (without using the mod sync button), Factorio crashes on load. Log file pastebin: https://pastebin.com/sjUi76PV Dump &a...
by LordAn77
Mon Jun 11, 2018 9:22 am
Forum: Gameplay Help
Topic: Logistics Network Robot Count
Replies: 2
Views: 2136

Re: Logistics Network Robot Count

Ah, I completely missed that toggle, thanks a lot! ^_^;;
by LordAn77
Sun Jun 10, 2018 5:00 pm
Forum: Gameplay Help
Topic: Logistics Network Robot Count
Replies: 2
Views: 2136

Logistics Network Robot Count

Hi all, Dabbling with logistics, I'm trying to read the number of construction & logistics robots in a robo-port, and if that number is less than 150 respectively, enable inserters to insert new robots. The way I'm trying to do this is straightforward: connect the roboport to the inserters, and ...

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