Search found 11 matches

by rnorris
Mon Feb 19, 2018 10:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.17] Timing issue with circuit-controlled inserters
Replies: 1
Views: 1333

Re: [0.16.17] Timing issue with circuit-controlled inserters

For my purposes, 0.16.25 has fixed this.
by rnorris
Mon Jan 22, 2018 11:26 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.17] Timing issue with circuit-controlled inserters
Replies: 1
Views: 1333

[0.16.17] Timing issue with circuit-controlled inserters

I've been playing around with timing stack inserters to place items on a belt at exactly the right speed to get compressed output. I've been successful in making such a setup by regulating the stack size of two inserters to 10, and having them each place on the same side of one belt exactly once eac...
by rnorris
Sun Dec 17, 2017 10:26 am
Forum: Duplicates
Topic: [0.16.4] Game crashing on specific savefile load
Replies: 1
Views: 842

[0.16.4] Game crashing on specific savefile load

Hi,

I've found a consistent crash when loading one of my new 0.16 save games. You can find the log and save file attached. Not sure what is causing the issues. No mods used, and I can load some previous saves of the same map up to about 10 minutes prior to this save.
by rnorris
Fri Mar 10, 2017 6:43 pm
Forum: Ideas and Suggestions
Topic: Train-IDs for the circuit network
Replies: 10
Views: 7237

Re: Train-IDs for the circuit network

This is also on my wishlist. I'd like to use something like this to route trains to a specific station from a stacker using the circuit network. Since 0.15 will implement reading train contents via circuit network, something like having the constant combinator signal interface as a tab in the train ...
by rnorris
Fri Jul 01, 2016 4:24 am
Forum: Ideas and Suggestions
Topic: [0.13] Allow trains to send a circuit signal
Replies: 1
Views: 1742

[0.13] Allow trains to send a circuit signal

I've seen it suggested that trains should be able to send their contents to the circuit network via a train stop, but I haven't seen anyone suggest that trains also be able to send an arbitrary signal (E.g. send 100 of signal A) to the circuit network via the train stop. This would enable the circui...
by rnorris
Fri Jul 01, 2016 4:07 am
Forum: Implemented Suggestions
Topic: [0.13]Deactivating Train Stop via Network
Replies: 17
Views: 9877

Re: [0.13]Deactivating Station via Network

I am also interested in a feature that can do this. It would be possible to add a sort of 'requester station' to the rail network using this (analogous to a requester chest in a logistics system).
by rnorris
Wed Jun 29, 2016 4:38 pm
Forum: Releases
Topic: Version 0.13.1
Replies: 42
Views: 37873

Re: Version 0.13.1

I used a console command to enable the flamethrower turret while waiting for the research bug to be fixed. Now achievements are disabled. Is there a way to clear the 'console command used' flag and re-enable them?
by rnorris
Fri Mar 11, 2016 12:22 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 227557

Re: Friday Facts #128 - Back down to earth

I don't quite like the recent suggestion by Klonan to limit the loaders to outputting at half belt speed and only interacting with inserters. Restricting them to being loaded/unloaded by inserters means you'll still have to have about 4/5 fast inserters to output a compressed belt, making the minimu...
by rnorris
Sat Mar 05, 2016 1:52 am
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 227557

Re: Friday Facts #128 - Back down to earth

I love the loader idea. It would be great for builds where you need a bunch of compressed belts side-by-side without the (enormous) space required to compress/decompress the belts at either end with chests/inserters. As for balancing them, probably having them cost blue circuits/lubricant and run wi...
by rnorris
Fri Nov 27, 2015 10:31 pm
Forum: News
Topic: Friday Facts #114 - Better train conditions
Replies: 77
Views: 58125

Re: Friday Facts #114 - Better train conditions

I see a lot of potential for some amazingly good changes in this. OpenTTD has a thing for this, it's called "Conditional Order Jump" - an order that, when executed, checks the train's condition and decides whether to continue on to the next order, or rather skip to a specific order. This w...
by rnorris
Wed Jan 21, 2015 11:31 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 213959

Re: [MOD 0.11.x] 5dim's mod

UPDATE Changelog Trains update to 0.0.3 Fix a little bug The change here seems to have fixed the crash, but now my logistic carriages are no longer being loaded/unloaded by my logistic bots. This doesn't happen right away, but after a few minutes of regular use. After a while, even new carriages th...

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