Search found 341 matches

by torne
Mon Mar 23, 2020 3:43 pm
Forum: Mods
Topic: Krastorio 2 - Remove wood from item requirements?
Replies: 14
Views: 3875

Re: Krastorio 2 - Remove wood from item requirements?

Yeah, the license/copyright info has to be preserved because that's what enables the license to be meaningfully applied (someone is declaring they hold the copyright for the work, and that as the copyright holder they grant these license terms) - so while it looks functionally like "giving cred...
by torne
Mon Mar 23, 2020 11:26 am
Forum: Mods
Topic: Krastorio 2 - Remove wood from item requirements?
Replies: 14
Views: 3875

Re: Krastorio 2 - Remove wood from item requirements?

My understanding of the GNU GPL licenses is that you're free to distribute modified versions, but you're expected to include a link to the original source and credit the original authors on top of clarifying exactly what was modified. While I agree that it's rude and not changing the name or versio...
by torne
Mon Feb 24, 2020 6:18 pm
Forum: Gameplay Help
Topic: Battle is frustrating
Replies: 17
Views: 4223

Re: Battle is frustrating

Flame turrets are really good for defending your walls from attacks (since they do AOE damage), but they're not really useful for attacking, no.
by torne
Thu Dec 12, 2019 11:27 pm
Forum: Gameplay Help
Topic: Biters pathing logic
Replies: 8
Views: 5617

Re: Biters pathing logic

You don't have to reduce flow for there to be a benefit, but you're right that the designs posted here won't really help. If you can convince the biters to take a longer path, even if that path has no bottlenecks and the overall flow rate remains the same, you can keep them inside turret ranges for ...
by torne
Tue Nov 12, 2019 5:45 pm
Forum: Gameplay Help
Topic: railway scheduling confusion
Replies: 9
Views: 3152

Re: railway scheduling confusion

What I typically do is name all the supply stations the same thing and then put it into the schedule several times, so the train goes to: - depot - resupply - resupply - resupply or similar. This enables it to go to more than one station in a trip without it going to every single one of them. There'...
by torne
Mon Oct 07, 2019 10:29 pm
Forum: Gameplay Help
Topic: Drill pollution
Replies: 27
Views: 8117

Re: Drill pollution

Productivity massively increases pollution. Pollution is based on time * power consumed * pollution factor. Productivity modules slow the machine, increase power consumed, and increase the pollution factor. The only time they reduce pollution is when you're "post-game" using beacons, beca...
by torne
Tue Sep 24, 2019 10:08 pm
Forum: General discussion
Topic: Kirk Calculator only has 3 slots for assembler prod modules? Why?
Replies: 3
Views: 2009

Re: Kirk Calculator only has 3 slots for assembler prod modules? Why?

Unless you've reached the cap of one item per tick in an assembler (it can't go faster than this) then you should, in fact, need all four prod3 modules to get the quoted flow rate, and even if you are able to apply enough speed to an assembler that it *does* hit one item per tick (not sure this is p...
by torne
Tue Sep 24, 2019 10:03 pm
Forum: Logistic Train Network
Topic: Stations & other LTN based designs
Replies: 229
Views: 264877

Re: how to check why train come to station?

i want to use same stations for receive and send items - so i want to check why this train come to station. what is the easy way to do it? the only difference is Logistic Train Stop Output have additional signals if train come to take goods. but it's hard for me to filter out these signals from alo...
by torne
Tue Sep 24, 2019 5:33 pm
Forum: General discussion
Topic: Kirk Calculator only has 3 slots for assembler prod modules? Why?
Replies: 3
Views: 2009

Re: Kirk Calculator only has 3 slots for assembler prod modules? Why?

There are four slots - the one separated from the others to the left is also one of the slots for the machine. The reason it's separated like that is so that you can select one module in the leftmost slot and then hit the arrow button in between to set the other three slots to the same module.
by torne
Fri May 03, 2019 4:58 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1017105

Re: [0.17] Sea Block Pack 0.3.4

I'm slightly surprised about new recipe of dirt water electrolisers... If calculate in helmod, 30 electrolisers required 3 (15in - 12out) electrodes in second. To create them, needs 3 steel + 3 carbone. 3 steel makes from 12 iron, cteated from 45 slug(in second recipe) But 30 electrolyzers create o...
by torne
Fri May 03, 2019 4:54 pm
Forum: Logistic Train Network
Topic: Wiring Provider station to supply both 4 and 8 wagon trains
Replies: 8
Views: 2492

Re: Wiring Provider station to supply both 4 and 8 wagon trains

The LTN side is simple enough: Set threshold to the size of an 8-wagon train. Set train size limit to <= 8. Done. LTN will decide which trains to use based on the train size limits of the requester and the amount of cargo to be transported. If you set the threshold to that of an 8-wagon train and h...
by torne
Thu May 02, 2019 7:36 pm
Forum: Logistic Train Network
Topic: Wiring Provider station to supply both 4 and 8 wagon trains
Replies: 8
Views: 2492

Re: Wiring Provider station to supply both 4 and 8 wagon trains

Just setting the provider threshold to 8 wagons is fairly simple, but has two problems that I can see: - the downside you mention: if supply is >=4 wagons but <8 wagons then no 4-wagon deliveries will be dispatched. I don't think this is necessarily a big deal though: if you used a 4 wagon threshold...
by torne
Fri Apr 26, 2019 10:58 am
Forum: General discussion
Topic: Stack inserter bug, flawed design or is the current behavior the best possible?
Replies: 23
Views: 6180

Re: Stack inserter bug, flawed design or is the current behavior the best possible?

I'm reasonably certain that the stack insert only accepts one filter slot, and uses the signal for that filter for the stack size? No, unfortunately you have to choose a specific signal for the stack size manually, which means that if you're dealing with multiple items you need combinator logic to ...
by torne
Tue Apr 09, 2019 11:20 pm
Forum: Releases
Topic: Version 0.17.28
Replies: 25
Views: 17340

Re: Version 0.17.28

https://chromereleases.googleblog.com/ Stable updates for desktop went from 73.0.3683.86 to 73.0.3683.103. But hey, I guess they don't know how to version either :) Chrome does all the branching/builds/numbering automatically without a human driving it, and then humans decide which things to releas...
by torne
Mon Apr 08, 2019 10:00 pm
Forum: Logistic Train Network
Topic: Network ID Problem
Replies: 3
Views: 1215

Re: Network ID Problem

Why do you want to do this, though? If your stations only handle a single type of item then there's no need for them to be in different networks - LTN would never schedule a delivery from an iron provider to a coal requester, or similar, anyway. You only need separate networks if there's more than o...
by torne
Fri Apr 05, 2019 6:35 pm
Forum: Gameplay Help
Topic: Detecting/avoiding brownouts caused by accumulator discharge rate limit?
Replies: 20
Views: 6798

Re: Detecting/avoiding brownouts caused by accumulator discharge rate limit?

Heh. Yeah, probably. But: accumulators on full discharge will deplete in 5000/300=16⅔ seconds, which happens to be exactly 1000 ticks. So if you ever see the accumulator charge dropping 1% per ten ticks, you're at max capacity, and you can get as cute as you want with watching the tick count betwee...
by torne
Fri Apr 05, 2019 6:21 pm
Forum: Gameplay Help
Topic: Detecting/avoiding brownouts caused by accumulator discharge rate limit?
Replies: 20
Views: 6798

Re: Detecting/avoiding brownouts caused by accumulator discharge rate limit?

TBH I didn't even know this was a problem before I started reading the thread. I thought that if an accumulator used to measure power drops below X% the factories are still being powered at 100%... until the accumulator charge drops to 0% at which point brownouts begun. This thread seems to indicat...
by torne
Thu Apr 04, 2019 9:28 pm
Forum: Releases
Topic: Version 0.17.17
Replies: 31
Views: 19225

Re: Version 0.17.17

I wish we could edit/add icons to the list. Last world I ran out of them an needed a text cheat sheet to keep track of what they all meant. Just in case you weren't already aware: mods can add new virtual signals, and there's a number of mods that add useful ones on the mod portal, such as: https:/...
by torne
Thu Apr 04, 2019 6:40 pm
Forum: Gameplay Help
Topic: Detecting/avoiding brownouts caused by accumulator discharge rate limit?
Replies: 20
Views: 6798

Re: Detecting/avoiding brownouts caused by accumulator discharge rate limit?

Try this. You should be able to choose the power level you want. Thanks, but that's functionally equivalent to the simple SR circuit I already use to control my backup power, which is also based on monitoring an accumulator's charge level. The situation that's a problem is when the accumulators are...
by torne
Thu Apr 04, 2019 3:36 pm
Forum: Gameplay Help
Topic: Detecting/avoiding brownouts caused by accumulator discharge rate limit?
Replies: 20
Views: 6798

Detecting/avoiding brownouts caused by accumulator discharge rate limit?

My factories are almost always powered by the common setup with solar+accumulators in roughly the right ratio combined with backup power that's controlled by a SR latch that enables when the accumulator power runs low. This works fine most of the time, but if the factory's power needs grow too quick...

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