Search found 149 matches
- Sun Nov 11, 2018 10:19 pm
- Forum: Mods
- Topic: [Mod 0.16] Signal Splitter Combinator
- Replies: 16
- Views: 4986
Re: [Mod 0.16] Signal Splitter Combinator
Through my experimentation, the list of signals is predictable. It sorts the signals according to value (high to low) and for signals of the same value, the order of signals in the crafting menu is used. Not in my testing, have you actually tested it? Signals are sorted by value in the GUI but not ...
- Sun Nov 11, 2018 2:01 am
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 18138
Re: Circuit network connections for splitters
It's been what's coming up on a year since this suggestion and nothing yet? It really boggled my mind when i realized that splitters had no circuit network capability... It has a filter, surely it should have a circuit network condition to set said filter! And to touch on the priority discussion, i ...
- Fri Nov 09, 2018 5:59 pm
- Forum: Mods
- Topic: [Mod 0.16] Signal Splitter Combinator
- Replies: 16
- Views: 4986
Re: [Mod 0.16] Signal Splitter Combinator
I have an idea for optimization. You should add a selector in the GUI for input. You should be able to select red, green or both wires. Avoiding using both wires means you can avoid spending time merging the red and green wires and even not reading one of them at all. While that's possible on pure ...
- Thu Nov 01, 2018 5:07 pm
- Forum: Mods
- Topic: [MOD 0.16] PLC (Programmable Logic Controller)
- Replies: 1
- Views: 1255
Re: [MOD 0.16] PLC (Programmable Logic Controller)
Seems great, i need to actually use it before i can say for sure. But it did spark an error while playing.
See your github issues.
See your github issues.
- Wed Oct 31, 2018 1:48 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 161257
Re: [MOD 0.16] Miniloader
Wait wut? Miniloaders will now split evenly? I've always used a circuit to ensure there's at least inserter pickup bonus * number of miniloaders amount of items in a chest before activating the miniloaders as that ensures an even split. Otherwise, whichever miniloader was "first" would alw...
- Mon Oct 29, 2018 3:25 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
The rail loader has 4 chest connections. So figure out the positions for those. Then you need vertical and horizontal versions, which just flips the x/y coords around, since the loader only has 2 orientations. Yeah but i was knee deep in doing it the extension speed way. And then when i tested it t...
- Sat Oct 27, 2018 9:51 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
Extension speed is a no-go as far as i can tell. It produces weird results.
- Sat Oct 27, 2018 9:02 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
Dammit, i should have tried that first... I am so stupid.
But... How? How do you determine that position? That's a lot of orientation stuff and whatnot. That's definitely in your hands because i don't know how that works in your code.
But... How? How do you determine that position? That's a lot of orientation stuff and whatnot. That's definitely in your hands because i don't know how that works in your code.
- Sat Oct 27, 2018 7:58 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
Reading into it, i would say maybe? At least for extension speed. I will try to raise it and see what happens. EDIT: That definitely had an effect... On ALL THREE cases unfortunately... - Regular interface chests (1x1 tile) got much faster. - Bigger chests became faster. - Train loading/unloading al...
- Sat Oct 27, 2018 7:48 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
Oh right, i just noticed myself damn.
So, positions matter?
So, positions matter?
- Sat Oct 27, 2018 7:43 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
I would assume it's got something to do with... https://github.com/mspielberg/factorio-railloader/blob/master/control.lua#L63 inserter.pickup_position = type == "loader" and interface_chest.position or main_chest_position inserter.drop_position = type == "unloader" and interface_...
- Sat Oct 27, 2018 7:23 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
I had a "crazy" idea today. I am facing difficulties with the interaction chests and my robots in that the robots tend to empty one chest at a time rather than in a balanced fashion like they do with requester chests. So i thought i could just place storehouses between the railloaders inst...
- Tue Oct 16, 2018 7:13 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
Did you forget something? 0.5.2 was released with a crash bug. Have you updated to 0.5.3? No, i was unaware that the version had been bumped. And the code on github is still with said crashes so i thought you had missed something. EDIT: And if i did, i would still get a crash. See my second post. I...
- Tue Oct 16, 2018 11:51 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
The madness within... 3460.527 Error MainLoop.cpp:1035: Exception at tick 1533611: Error while running event railloader::on_runtime_mod_setting_changed (ID 59) __railloader__/inserterconfig.lua:179: attempt to call global 'configure_cargo_wagon_inserter_control_behavior' (a nil value) https://github...
- Tue Oct 16, 2018 10:32 am
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
Did you forget something? https://puu.sh/BLTUi/0a1286c38c.png 60538.494 Error MainLoop.cpp:1035: Exception at tick 1362878: Error while running event railloader::on_built_entity (ID 6) Expected target_entity in connection definition. stack traceback: __railloader__/inserterconfig.lua:151: in functio...
- Mon Oct 15, 2018 10:38 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 161257
Re: [MOD 0.16] Miniloader
But the combinators and inserters have their overlays defined in their prototypes don't they? Or maybe i am confusing them with the decider combinators "texture" change depending on their mode? Pretty sure you're confused with combinators. Inserters don't have a prototype reference to any...
- Mon Oct 15, 2018 10:35 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
Ah yes, i keep forgetting stock game has measly 50 stacks. Either way, the BRL has plenty speed to serve queued up trains both inside and outside. The problems i've been facing is getting trains round the network where they are needed before the BRL is full of items and i am on red belts...
- Mon Oct 15, 2018 4:31 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
+ https://dddgamer.github.io/factorio-cheat-sheet/#inserter-throughput so i rail loader is like 55.44/s base (2 red belts + a little) I can tell you right now that's not the case at all. First of all, you are assuming an inserter bonus level of 7, hence not base speed. Secondly, they are DEFINITELY...
- Mon Oct 15, 2018 3:39 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 106338
Re: [MOD 0.16] Bulk Rail Loaders
will py raw ores be supported?? also how many stack inserters are inside one rail loader ( question in order to know how many belts i can lull from one based on stack inserter stack bonus)? Without looking at source, i would say 12. But looking at code: https://github.com/mspielberg/factorio-raillo...
- Mon Oct 15, 2018 1:54 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 161257
Re: [MOD 0.16] Miniloader
But the combinators and inserters have their overlays defined in their prototypes don't they?
Or maybe i am confusing them with the decider combinators "texture" change depending on their mode?
Either way, can't you just add the same overlay sprite that exists on inserters/combinators?
Or maybe i am confusing them with the decider combinators "texture" change depending on their mode?
Either way, can't you just add the same overlay sprite that exists on inserters/combinators?