Search found 368 matches

by DaleStan
Sun Jan 15, 2023 9:44 pm
Forum: Gameplay Help
Topic: How to create a Dynamic Train station
Replies: 4
Views: 1150

Re: How to create a Dynamic Train station

Afroman wrote:
Sun Jan 15, 2023 7:14 pm
Expecting to the inserters to stop inserting once the there are three slots left.
You have to specifically tell the inserters to stop inserting once the wagon (or train) is full enough. I'd look at how you're doing this, and make sure that the inserter conditions/filters are set correctly.
by DaleStan
Sun Jan 15, 2023 12:02 am
Forum: Technical Help
Topic: Preferred screen shows incorrect primary screen
Replies: 1
Views: 389

Re: Preferred screen shows incorrect primary screen

You will probably need to attach your factorio-current.log in order to debug this.
by DaleStan
Sat Jan 14, 2023 8:02 pm
Forum: Logistic Train Network
Topic: Generic circuit limiter for loading stations
Replies: 4
Views: 943

Re: Generic circuit limiter for loading stations

I don't think I've ever bothered to filter the signals from the output combinator. What goes wrong when you let the non-item signals into your filter inserters (or whatever else you're using)?
by DaleStan
Fri Jan 13, 2023 1:42 am
Forum: Ideas and Suggestions
Topic: Allow loaders to be enabled/disabled with circuit conditions
Replies: 5
Views: 1280

Re: Allow loaders to be enabled/disabled with circuit conditions

You can do this already if you use Miniloaders.

You can also do a not-quite-perfect version by controlling the belt the loader is connected to.
by DaleStan
Thu Jan 12, 2023 5:45 pm
Forum: Technical Help
Topic: Determination of active mods on a headless server
Replies: 1
Views: 452

Re: Determination of active mods on a headless server

By default, mods that are not mentioned in mod-list.json are enabled. You can change this in the Other settings window.

If that doesn't fix things, I'd try also deleting crop-cache.dat and data-cache.dat when changing mod-list.json, if you have that caching enabled.
by DaleStan
Wed Jan 11, 2023 4:21 pm
Forum: Ideas and Suggestions
Topic: No minable resources filter in deconstruction planner
Replies: 5
Views: 1161

Re: No minable resources filter in deconstruction planner

Both Auto Deconstruct and Picker Inventory Tools provide a better (as in 'more automatic') version of this feature today.
by DaleStan
Mon Jan 09, 2023 3:56 pm
Forum: Logistic Train Network
Topic: Threshold and Stack Threshold
Replies: 58
Views: 22063

Re: Threshold and Stack Threshold

It's been awhile, but I'm back to trying to build an LTN-controlled train network. Why? Train station is designed with specific train composition in mind. If the train station is designed for N cargo wagons then full train = N * 40 stacks or N * 25000 (liters?) for liquid trains. But there is no N ...
by DaleStan
Fri Jan 06, 2023 8:21 am
Forum: Gameplay Help
Topic: 20-25 biter nests right next to oil I need. Unsure how to deal with them.
Replies: 28
Views: 3223

Re: 20-25 biter nests right next to oil I need. Unsure how to deal with them.

I think the solution is probably to find a different oil patch.
by DaleStan
Fri Jan 06, 2023 8:20 am
Forum: Gameplay Help
Topic: A few questions about trains and outposts
Replies: 10
Views: 1770

Re: A few questions about trains and outposts

1. Add turrets until the biters aren't killing the walls or turrets. This will depend on the style of your wall, the type(s) of turrets, whether you're using CMO , and the spitter/biter spawner ratio of the nearby nests. 2. Zero. Use pumps and tanks for loading and unloading, not pipes. (see the wik...
by DaleStan
Wed Jan 04, 2023 9:03 pm
Forum: Questions, reviews and ratings
Topic: Industrial Revolution 3 -Ore washing and incinerators
Replies: 6
Views: 3466

Re: Industrial Revolution 3 -Ore washing and incinerators

And i know your not up to discussing great detail about it, but im just having a hard time wrapping my head around how to really make this work practically. Sooner or later, lead will be used less than tin, and lead ingot will back up. In order for this eventuality (or the reverse) to come to pass,...
by DaleStan
Wed Jan 04, 2023 7:07 pm
Forum: Modding discussion
Topic: How to find out the ingredients an assembling machine is missing?
Replies: 2
Views: 1033

Re: How to find out the ingredients an assembling machine is missing?

I think this can, in most cases, be done by leveraging existing mods. For the inserter version, use a recipe combinator from Crafting Combinator to convert from the selected recipe to the required ingredients, multiply by -2, and add the inventory as read by Inventory Sensor . Negative numbers repre...
by DaleStan
Wed Jan 04, 2023 1:38 pm
Forum: Modding help
Topic: How to control construction robots
Replies: 2
Views: 496

Re: How to control construction robots

Random thought, more than anything I know can be done, but: If you have access to the robot's charge state (and it's not one of Bob's tier 5 fusion-powered robots), you can set the charge state to 10%, and force the robot to return to recharge. It probably still won't release the job, but it'll stay...
by DaleStan
Wed Jan 04, 2023 7:36 am
Forum: Combinator Creations
Topic: Signal Sorter
Replies: 6
Views: 2006

Re: Signal Sorter

I don't understand what you mean by that. Can you post screenshots of the input and output? The tooltips for the input and output power poles seem like they should work well.
by DaleStan
Sat Dec 31, 2022 5:04 am
Forum: Questions, reviews and ratings
Topic: [1.174] [modded] Need help with Space Exploration
Replies: 2
Views: 587

Re: [1.174] [modded] Need help with Space Exploration

For others who may find this thread, diagonal connections don't count. There is containment on the two marked tiles, but not on either of their orthogonal neighbors.
by DaleStan
Sat Dec 31, 2022 4:57 am
Forum: Gameplay Help
Topic: Fluids, I keep running into this issue and it has to be a bug.
Replies: 5
Views: 1068

Re: Fluids, I keep running into this issue and it has to be a bug.

You probably have something (water?) polluting your light oil pipes. Click on one of the tanks. If there's a small amount of whatever pollutant, click the trash can next to that fluid. If it's a significant amount, or if the unwanted fluid comes back, you'll have to hunt through and figure out where...
by DaleStan
Fri Dec 23, 2022 2:53 am
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 2562

Re: "Perfect" solution for circuit network system

⚙︎ Combinators shouldn't require current and circuit_wire_max_distance should be 28 for all wireable entities. It should be easy to create a mod that does this, though I'm not aware of any. ⚙︎ Optional: "big lever" - the Constant Combinator may represent a big lever or at least a switch, ...
by DaleStan
Tue Dec 20, 2022 4:45 am
Forum: PyMods
Topic: After 1.1.71 Py mods are not working
Replies: 4
Views: 1328

Re: After 1.1.71 Py mods are not working

Yes, you can downgrade.

What errors are showing on the disabled mods?
by DaleStan
Mon Dec 19, 2022 2:02 am
Forum: Gameplay Help
Topic: Tips on refactoring a circuits design
Replies: 3
Views: 821

Re: Tips on refactoring a circuits design

There's also https://github.com/Redcrafter/verilog2factorio The one time I used it, way back when, it wasn't very good at using the full capabilities of combinators, but that seems like a hard problem to solve. At a glance, FactorioScript just packs together the specific combinators you want, while ...
by DaleStan
Thu Dec 15, 2022 7:07 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 20
Views: 4144

Re: Factorio Modern Mod Manager

I wish I could group my priority mods and activate/deactivate them with one option... How are you using mods? Even if I'm going back and forth between SE, A+B, and Nullius, I set up the mods once per game, and then use the "Sync mods and load" option when I want to switch which map I'm wo...

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