Search found 44 matches
- Wed Nov 16, 2022 2:08 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 5309
Re: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
This is a very detailed anatomy of how 2 speedy inserters are failing when working as a team! It is quite unfortunate for the belt because all the other machines are now missing some deliveries and started blaming the belt for that. All drama because 2 inserters can't agree who should wait for just ...
- Tue Nov 15, 2022 2:34 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 5309
Re: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
Ok so my general understanding it is because items were inserted in slightly different locations (fore/aft) on the underground depending on which side inserter was located. Some directions (E, S) had an erroneous offset, which caused "better" syncing of the inserters for undergrounds. From...
- Tue Nov 15, 2022 12:09 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 5309
Re: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
Oh man... lol , I was hoping the other behavior was correct! Actually why would it be more correct with gaps? If 2 inserters (stack 8) place items on a belt it compresses it (no gaps) and it is working fine in any direction. Now for undergrounds it becomes different compared to belts. I would think ...
- Mon Nov 14, 2022 10:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 5309
Re: [1.1.70] Inserters to belts behavior depends on belt direction
There is a gap depending on where the belt is moving Up or Down. The image shows the gap. I understand the mechanics of belts and where inserters place items (on the right etc). The problem here is that if facing North the top inserter hick ups at some point and there is a delay causing the gap, whi...
- Mon Nov 14, 2022 10:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.70] Inserters to belts behavior depends on belt orientation
- Replies: 12
- Views: 5309
[boskid][1.1.70] Inserters to belts behavior depends on belt orientation
If belts are facing Up or Left 2 inserters do not fill a belt at stack 8, but surprisingly they do if you rotate the blueprint with belts going Down or Right. There should be no preferable orientation all directions should be equal. Behavior must be consistent and ideally in both cases 2 inserters a...
- Mon Jan 03, 2022 11:06 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 55696
Re: Industrial Revolution 2 discussion
In vanilla Factorio there are only four furnace recipes and it makes sense for those particular recipes to have productivity enabled. A modded scenario can have many, many more furnace recipes (as well as other new machines and processes which have to use the furnace prototype) and it may not make ...
- Sun Jan 02, 2022 7:26 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 55696
Re: Industrial Revolution 2 discussion
In vanilla furnaces allow prod (any) modules so this is not an issue. The issue here is with the mod trying to disallow Prod modules for some recipes (in furnaces), which is not really possible to do completely. You are able to insert Prod modules before it starts smelting (i.e machine is clean). On...
- Sat Jan 01, 2022 9:06 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 55696
Re: Industrial Revolution 2 discussion
Here is an odd bug with Prod modules... First of it is possible to put Prod modules into Electric furnace at all times... However, this allows to accidentally bypass the restriction of Prod modules for some smelting recipes. The way it is working I am not even sure if it is the issue of not allowing...
- Fri Jun 25, 2021 8:46 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101354
Re: Friday Facts #339 - Beacon HR + Redesign process
This new beacon design is the ugliest thing ever in factorio. I am not sure how anyone likes it compared to the classic beacon. The old beacon was creating a sense of dynamic with rotating tops and colors were matching. It was creating sense of volume for the entire factory. The new beacon does not...
- Mon Jun 21, 2021 9:54 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 14205
Re: Feature Request: Relative Request Threshold Signal
So after reading your post :shock: , I only got to say doh :roll: . Darn that's simple. But, for sake of argument (and for all the hours spent finding this solution :D ), if you wanted to get a station with fluid, and 2 different types of items, with all 3 things being of different ordering quantit...
- Mon Jun 21, 2021 8:00 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 101354
Re: Friday Facts #339 - Beacon HR + Redesign process
This new beacon design is the ugliest thing ever in factorio. I am not sure how anyone likes it compared to the classic beacon. The old beacon was creating a sense of dynamic with rotating tops and colors were matching. It was creating sense of volume for the entire factory. The new beacon does not ...
- Tue Oct 27, 2020 3:56 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 157271
Re: [MOD 0.18] KRASTORIO^2
Additionally looks like a common complaint is that loading trains is very slow (or that loaders can not do it) in Krastorio (compared to how strong production lines are) and this could help to address that. If you could have a stack size of 20-30 instead of 12 that would be much helpful. inserters ...
- Fri Oct 09, 2020 5:31 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 91866
Re: Friday Facts #361 - Train stop limit, Tips and tricks
Before the train limit feature, the problem of stations imbalance could be solved by placing several rail signals before the station and enabling red depending on the level on that station. This impacted train pathing algorithm and trains would pick a station with fewer or no red signals on the way....
- Mon Oct 05, 2020 4:25 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 14205
Re: Feature Request: Relative Request Threshold Signal
Actually, the solution of @lois could work. Only send the request amount (as negative value) to the station, if the threshold of the individual item is reached. I had the same problem, when i was requesting barrels with low amount and plates, etc. with high amounts My solution was to use 2 differen...
- Sun Oct 04, 2020 7:45 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 14205
Re: Feature Request: Relative Request Threshold Signal
LTN ALWAYS REQUESTS the THRESHOLD AMOUNT (+ extra a few items drop during time to get to issue an order). Incorrect. What happens if the item signal suddenly and massively changes? For example, if we've got a Request Threshold of 1000 and the item signal at the lamp goes from 2000 to -48000? Does i...
- Sun Oct 04, 2020 7:02 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 14205
Re: Feature Request: Relative Request Threshold Signal
Small edit to my first post, forgot a part of the solution was in my mod configuration settings and thus needs to be explicitly stated. No your circuitry does not do that because there is only 1 threshold in existence on the combinator. There is also its variation called "Stack threshold"...
- Sun Oct 04, 2020 6:03 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 14205
Re: Feature Request: Relative Request Threshold Signal
If you do not understand the problem in this thread you can skip it. Now, regarding your "solution". Combinators contraption will not work because the issue is not solvable by sending whatever values of signal into the input. The threshold itself must be different for each item for correc...
- Sun Oct 04, 2020 5:56 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 14205
Re: Feature Request: Relative Request Threshold Signal
However you have the mod under not permissive license to modify and if you were to be gone as a resource for community you would take this contribution with you. Me or others now or later would want to create a mod to LTN with a different dispatcher logic for example. How would you recommend to pro...
- Sun Oct 04, 2020 5:18 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 14205
Re: Feature Request: Relative Request Threshold Signal
There's no need for additional code, this is trivial to do right now. Set no item requests (negative values) in your Constant Combinator. You'll add them via circuit invididually. Isolate the LTN Station Lamp from the rest of the circuit via a diode (an Arithmetic Combinator set to Each+0 -> Each),...
- Sat Oct 03, 2020 5:44 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Relative Request Threshold Signal
- Replies: 31
- Views: 14205
Re: Feature Request: Relative Request Threshold Signal
PS: I consider LTN feature complete and will reject any pull request that isn't fully tested to work with all features of LTN. You seem to be very protective with this statement. So you are against changes or alternative ideas because of strong opinion that you know it better. However you have the ...