Search found 82 matches

by Mmmmmmorten
Wed Feb 14, 2024 2:02 pm
Forum: Mods
Topic: [1.1] Ultracube: Age of Cube
Replies: 3
Views: 1486

Re: [1.1] Ultracube: Age of Cube

Awesome mod , but you really, really, really should understand circuit network and I would recommend using the optional mods like Inventory Sensor, Stack Combinator, Circuit HUD v2, Puch Button and Nixie tubes just to have some help. Getting the cube to where it should be and keeping power up is a ...
by Mmmmmmorten
Sat Dec 23, 2023 10:38 am
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 14335

Re: Friday Facts #390 - Noise expressions 2.0

Impact on 1.1 ... or is that 1.2? Reading this wonderful post made me think of an earlier info that 2.0 dlc (much anticipated) will have to update core 1.1 game engine also. Just wondering how much creating 2.0 will impact 1.1 performance? And this has to be a core change for the game and not just t...
by Mmmmmmorten
Thu Jun 18, 2020 12:16 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 50788

Re: [0.18] Please post bugs and balance issues here.

Hey, I don't know whether to post it here or at Angel's because I don't exactly know who is responsible for the balancing problem, but here it goes: The Thermal Generator Unit takes way too much Plutinium-239. And the Satellite probably also too many Thermal Generator units. At least I find it impo...
by Mmmmmmorten
Fri Jun 12, 2020 12:38 pm
Forum: 1 / 0 magic
Topic: [0.18.31] Crash, Exception Code: c0000006 placing roboport and storage chest
Replies: 2
Views: 953

[0.18.31] Crash, Exception Code: c0000006 placing roboport and storage chest

No sure why the game locked up and crashed. Can't reproduce. Was putting down first roboport 1 (bob's) and 4 yellow chests. Think I was placing last one when game froze. Impossible, unfortunately, to reproduce error as save file was 10 min old (15 min save) and had done a lot of factory tweaks befo...
by Mmmmmmorten
Fri Oct 11, 2019 3:02 pm
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 24952

Re: What mods are you using - and why?

Related question, under the "and why?" subject: Do you consider Long Reach to be cheating or quality of life improvement? Situations that could be considered cheating would be early-game manual operations pre-bot inventory refilling logistics biter nest turret creep/fast building of dista...
by Mmmmmmorten
Fri Oct 11, 2019 2:40 pm
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 24952

Re: What mods are you using - and why?

Just wanted to drop in and say hi... so... " HI! " I still look into this thread and read through all the posts to see if any mods fit what I currently need - or if there is something new I have missed. Not been so active in here, but have been playing a LOT of Factorio. Think I have made...
by Mmmmmmorten
Sat Aug 17, 2019 8:49 am
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 24952

Re: What mods are you using - and why?

I'm back! (I think) [/color] What's up fellow factory workers (and designers). Been gone since April, but wanted to check out the change in oil. So back for a little run at least. Back in April I decided to do ALL the Factorio Steam achievements... They have to be done with no mads installed !!! Af...
by Mmmmmmorten
Thu Apr 18, 2019 9:35 am
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 24952

Re: What mods are you using - and why?

Squeak Through is excellent. It and Bottleneck are always the first mods I install. Would not play without them. Agree! Squeak through is cheating, but I strongly believe that Bottleneck should be part of Factorio standard package . There is no reason why this should not be a part of the original u...
by Mmmmmmorten
Thu Apr 18, 2019 9:30 am
Forum: Mods
Topic: [0.17] Train Alert GUI
Replies: 11
Views: 3003

Re: [0.17] Train Alert GUI

First off - still loving the mod! Works like a charm and have spotted pile-up at intersection long before me and LTN :) The Train Alert window pop-up when a train triggers an alert and show all current alerts. I have 2 trains on the alert list, but if both leave the alert window stays open with onl...
by Mmmmmmorten
Wed Apr 17, 2019 2:37 am
Forum: Logistic Train Network
Topic: Encoded Network ID, how does it work?
Replies: 62
Views: 47036

Re: Encoded Network ID, how does it work?

Ok, I think I got it. I set up a second depot to see if I could get things to work. Now I have two depots and 2 networks, the ALL(-1) and the WEST(8). Here are my assumptions/observations: At no point in time will ALL train pick up in the EAST and take it to the WEST or vice versa, unless I designa...
by Mmmmmmorten
Wed Apr 17, 2019 2:18 am
Forum: Mods
Topic: [0.17] Train Alert GUI
Replies: 11
Views: 3003

Re: [0.17] Train Alert GUI

Positive feedback is always welcome, thank you :) So.. a great feature would be to be able to check of alerts by Train ID - that yes, it's idle on station and that's fine - or something like that - whitelist maybe? But I guess the Station idle warning can be turned off in settings? Not checked and ...
by Mmmmmmorten
Tue Apr 16, 2019 2:54 pm
Forum: Mods
Topic: [0.17] Train Alert GUI
Replies: 11
Views: 3003

Re: [0.17] Train Alert GUI

Super mod again Eduran! Only issue I have after a little use it the pop-up alert for trains idle on stations. Got 2 at current that gives alerts to often (but do not want to change settings). These are not in LTN and are a lube train in my starter city that basically fills up and stays at station u...
by Mmmmmmorten
Tue Apr 16, 2019 2:36 pm
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 24952

Re: What mods are you using - and why?

dog80 wrote: ↑
Tue Apr 16, 2019 2:27 pm
none - without a specific reason.
HARDCORE MAN !!!! :o
As they say, it's easier to do without, than try and then do without... It's basically addictive with mods - now I just can't live without 'em!

/old dude
:geek:
by Mmmmmmorten
Tue Apr 16, 2019 2:26 pm
Forum: General discussion
Topic: What mods are you using - and why?
Replies: 69
Views: 24952

Re: What mods are you using - and why?

Yeahhh - way to go Eduran!!! He said he was working on it, and now out - Train Alert GUI Installed and seem to do what I hoped it would do... it alerts me if trains are waiting (too long) for a signal = train pile-up at intersection somewhere... Still got rail issues as my 18 (6-12-0) trains are st...
by Mmmmmmorten
Mon Apr 15, 2019 4:19 pm
Forum: Logistic Train Network
Topic: Feature Request - Having multiple Stations work as one
Replies: 16
Views: 6574

Re: Feature Request - Having multiple Stations work as one

:idea: Super mrvn! I tend to over-complicate things :oops: Will set it up as you suggest, and with a buffer storage - as I like to have that in case other complications (still got rail issues where trains pile up, and not enough trains on depots yet). This will do just fine. /old dude :geek:
by Mmmmmmorten
Mon Apr 15, 2019 2:29 pm
Forum: Logistic Train Network
Topic: Feature Request - Having multiple Stations work as one
Replies: 16
Views: 6574

Re: Feature Request - Having multiple Stations work as one

But nothing stops you from having 2 stations with different names that request steel for example to increase throughput even more. Just draw equally / balance the belts from both stations. Thanks mrvn. I did read the pull request on github before I posted here, but could not find anything after tha...
by Mmmmmmorten
Sun Apr 14, 2019 4:07 pm
Forum: Logistic Train Network
Topic: Feature Request - Having multiple Stations work as one
Replies: 16
Views: 6574

Re: Feature Request - Having multiple Stations work as one

Any closer to a solution or work-around for this? See that two stations working as one is still one the "Planned features" list. Right now I have a situation where i have made two stations to basically receive the same 4 items. This is my Pink science build and I have 6-12-0 trains deliver...
by Mmmmmmorten
Sun Apr 14, 2019 9:41 am
Forum: Balancing
Topic: Rail stack size
Replies: 16
Views: 6130

Re: Rail stack size

Been sitting with my nose down in excel, building test modules in my Inner City Test site (I test concept and math in game only) and think I have come up with a design I can live with. Will try to build it in the coming days and see how it does in live test. Only use calculators, Excel and Max Rate ...
by Mmmmmmorten
Sat Apr 13, 2019 6:52 pm
Forum: Logistic Train Network
Topic: LTN 1.10.6 - Error message network ID
Replies: 5
Views: 1614

Re: LTN 1.10.6 - Error message network ID

My bad! :oops: (but we all knew that to begin with) Just got another error of the same kind now with 0x10 - and using your earlier Hex info this is for Network 16... And it's my old brain acting up.. I made the requester station for 2-4 trains while the Provider only has 4-8. Same network, but sinc...
by Mmmmmmorten
Sat Apr 13, 2019 5:45 pm
Forum: Logistic Train Network
Topic: LTN with full trains
Replies: 6
Views: 2557

Re: LTN with full trains

2L-4C trains have 4 * 40 = 160 stacks of cargo inventory. This means all stations should be set to a stack threshold of 160. LTN will take care of all math, triggering deliveries only when whatever item fills up 160 stacks. Hi Optera - super feature... could you please add this description to your ...

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