Search found 63 matches

by rhynex
Sat May 01, 2021 9:22 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice
Replies: 11
Views: 7296

[boskid][1.1.32] Train hard stops when repathing while in intersection with path passing block twice

hello everyone, I have a question and I think I am confused about the train station limit. I have a large base and I have several ore outposts. all outposts share same name like "(S) Iron" and "(D) Iron" (supply and demand). there is no special logic and every ore train is same. ...
by rhynex
Tue Apr 06, 2021 5:05 pm
Forum: Duplicates
Topic: [1.1.30] train blueprint sometimes connects two separate trains
Replies: 1
Views: 1012

[1.1.30] train blueprint sometimes connects two separate trains

I could not find if it is an already reported bug. version:1.1.30, build 58304, win64 vanilla, no mods, used editor mode to reproduce but not necessary steps to reproduce: - put rail and station as shown in image: https://i.imgur.com/g1EUntJ.png - put red train and wagon for it connected by hand, au...
by rhynex
Mon Dec 28, 2020 4:35 pm
Forum: Show your Creations
Topic: compact artillery outpost
Replies: 1
Views: 2884

compact artillery outpost

a small size (69x41) distant artillery outpost, entities delivered by a single train (dual direction), train in image artillery wagon stores more artillery shell so I used it (15 vs 100) instead of artillery turret. vertical artillery wagon is not part of train of course, it is stationary. it shoots...
by rhynex
Tue Dec 08, 2020 9:47 pm
Forum: Railway Setups
Topic: load a train with missing items(without circuit net between stations)
Replies: 19
Views: 6717

Re: load a train with missing items(without circuit net between stations)

overall it is a nice solution. I guess creating a mod about virtual items should not be a problem. we have signal letters/numbers and it should be easy to convert them into items/recipes I guess. like item "A", created with green circuit etc. it shall be your substitute. sorry, I have not...
by rhynex
Tue Dec 08, 2020 7:20 pm
Forum: Show your Creations
Topic: empty bucket on trigger (based on shishi-odoshi)
Replies: 6
Views: 3211

Re: empty bucket on trigger (based on shishi-odoshi)

Deliver hot steam from the main nuclear plant is most efficient way how to deliver energy to a distant outpost. Dont understand why you can not. I did this for my 2.4k 0.16 base. the train traffic was stupidly high. I changed to centralized power but bugs ate my poles, also rails, many things crumb...
by rhynex
Fri Oct 09, 2020 2:47 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 84053

Re: Friday Facts #361 - Train stop limit, Tips and tricks

a question, I think it is covered but I could not understand what the actual wall of text mentioned about NO_PATH. what happens lets say biters attacks rails (destroy them) or trains, making trains unable to reach the target station? are they dropped from that limit? what about temporary stations w...
by rhynex
Fri Oct 09, 2020 1:42 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 84053

Re: Friday Facts #361 - Train stop limit, Tips and tricks

a question, I think it is covered but I could not understand what the actual wall of text mentioned about NO_PATH. what happens lets say biters attacks rails (destroy them) or trains, making trains unable to reach the target station? are they dropped from that limit? what about temporary stations wh...
by rhynex
Mon Sep 07, 2020 10:03 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: belt-to-chest or chest-to-belt designs, single chest and blue belt
Replies: 0
Views: 2084

belt-to-chest or chest-to-belt designs, single chest and blue belt

belts are blue, express belts. https://i.imgur.com/1UVnzQG.png two designs for switching from blue belt to logistic network chests (bots) or vice versa. they are as compact as possible. belt loader is there to show the belt-to-chest design does not miss any item and consumes entire belt. chest-to-be...
by rhynex
Mon Aug 31, 2020 9:57 pm
Forum: Show your Creations
Topic: empty bucket on trigger (based on shishi-odoshi)
Replies: 6
Views: 3211

empty bucket on trigger (based on shishi-odoshi)

hey, just a minor trick I wanted so show you. this is a design I shall use on my ore/oil outposts. https://i.imgur.com/6ghmMxv.png origin: I do not want to use electric network of my base for outposts and I shall not deliver steam to outposts with trains either, instead my outposts shall have this s...
by rhynex
Thu Feb 06, 2020 9:47 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: 45spm cheap and compact science layout
Replies: 1
Views: 2296

45spm cheap and compact science layout

45 science pack per min (no space science but includes military science) cheap and buildable with early entities, based on ASM-2 (blue assembler). no complex structure or belt waving, minor spaghetti alert. takes input from left and outputs to right. uses chemical plants, asm-2, yellow/red/blue inse...
by rhynex
Tue Jan 21, 2020 1:31 pm
Forum: Modding help
Topic: is it possible to create an explosion upon an item's destruction?
Replies: 2
Views: 921

Re: is it possible to create an explosion upon an item's destruction?

awesome. thank you. I shall try this tonight.
Is there a mod you have in mind as an example so I can steal some code ? :D
by rhynex
Mon Jan 20, 2020 11:33 am
Forum: Modding help
Topic: is it possible to create an explosion upon an item's destruction?
Replies: 2
Views: 921

is it possible to create an explosion upon an item's destruction?

as title asks. I want to prevent or at least give side effects to player if player decides to attack the chest containing that specific item (it is not an entity). background: lets assume you use item A and B in a recipe and create item "Dangerous". then player puts the item "Dangerou...
by rhynex
Wed Nov 13, 2019 10:16 am
Forum: Modding help
Topic: inherent productivity module on an assembler
Replies: 2
Views: 988

Re: inherent productivity module on an assembler

eradicator wrote: ↑
Tue Nov 12, 2019 1:45 pm
viewtopic.php?p=442084#p442084
LuaEntityPrototype::base_productivity
oh it is sth new.
thanks a lot.
by rhynex
Tue Nov 12, 2019 12:41 pm
Forum: Modding help
Topic: inherent productivity module on an assembler
Replies: 2
Views: 988

inherent productivity module on an assembler

hello, I am trying to build an assembler entity which does not support modules at all (beacon or module) but I want it to have a productivity bonus like a prod module. Is this possible? note: I tried allowed_effects = { "productivity" } but it does not work because negative speed is also c...
by rhynex
Wed Oct 30, 2019 3:38 pm
Forum: Ideas and Requests For Mods
Topic: "heat furnace", new furnace using heat from nuclear reactor
Replies: 13
Views: 3338

Re: "heat furnace", new furnace using heat from nuclear reactor

Adamo wrote: ↑
Mon Sep 16, 2019 2:18 pm
I've released a mod that does this:

https://mods.factorio.com/mod/heat-furnace
thanks a lot. I shall try it when I can.
by rhynex
Sun Sep 01, 2019 3:47 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 57056

Re: So... Let's talk about bots, and how to fix them properly...

first of all I dont think bots are OP. If you don't think, they need to be fixed, then you probably are in the wrong thread here. ok cool. I misunderstood then. just make your changes as "mods" and dont touch my bots. thanks. then should not this discussion be at https://forums.factorio.c...
by rhynex
Sun Sep 01, 2019 10:28 am
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 57056

Re: So... Let's talk about bots, and how to fix them properly...

-- deleted because of misunderstanding --
by rhynex
Sun Aug 25, 2019 8:31 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 113258

Re: Friday Facts #309 - Biter Eco activists

They could start to attack even passive structures (power poles, rails, etc.) if the pollution is too high. ...player don't like it and want to focus on building, they can turn off biters. without biters game is too bland. with biters attacking your outpost transportation (power pole and rail), it ...
by rhynex
Fri Aug 23, 2019 3:33 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 113258

Re: Friday Facts #309 - Controversial opinions

EDIT: just saw these shall not be in game. Still I shall not change my post below. Take it as comments to your ideas in case you want to make them into game. * Inserters should not chase items : hated the idea, makes game too predictable. no more fun to solve complex throughput problems. * Blueprint...
by rhynex
Sat Aug 17, 2019 3:47 pm
Forum: Ideas and Requests For Mods
Topic: "heat furnace", new furnace using heat from nuclear reactor
Replies: 13
Views: 3338

"heat furnace", new furnace using heat from nuclear reactor

I was reading and checking code of heat exchanger and furnaces. my idea was to use heat coming from nuclear reactor (via heat pipes) and use it in furnace to smelt plates. in theory it would look like a steel furnace using heat instead of fuel without additional power requirement. if furnace is acti...

Go to advanced search