Search found 341 matches
- Wed Jan 24, 2024 10:05 pm
- Forum: Logistic Train Network
- Topic: When the train arrives at the unloading station and begins to unload, there is no corresponding type of cargo signal.
- Replies: 2
- Views: 285
Re: When the train arrives at the unloading station and begins to unload, there is no corresponding type of cargo signal
The LTN output is telling you what is supposed to be on the train, so that you can compare it to what is actually on the train ("Read train contents" on the train stop itself, as in vanilla). So, when unloading, the output will be nothing: the train is supposed to be empty, so you should r...
- Wed Sep 20, 2023 6:19 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 805
- Views: 132172
Re: Friday Facts #375 - Quality
These items are made many times, and I am willing to bet that if you input 100% legendary items into a machine with 4x Q3 modules, the chances of a legendary Power Armor MK2 would be 100% (The missing line in the picture) Do you think this is the case? The original post stated "an important pa...
- Tue Mar 28, 2023 8:40 pm
- Forum: Logistic Train Network
- Topic: Same netID, two depots: Will it favor the nearest?
- Replies: 7
- Views: 1302
Re: Same netID, two depots: Will it favor the nearest?
If you aren't going to have enough room at every depot to hold every train in the entire network then you may eventually get a traffic jam if you get unlucky and don't take any steps to prevent it. As Nosferatu mentioned, this is just the vanilla train pathfinding: as far as I know LTN doesn't use a...
- Mon Mar 20, 2023 6:28 pm
- Forum: Logistic Train Network
- Topic: Threshold and Stack Threshold
- Replies: 58
- Views: 21961
Re: Threshold and Stack Threshold
A request threshold of N means "do not do any deliveries to this station until at least N items are being requested" - or to put it another way, ignore negative signals if they are not below -N. A provide threshold of N means "do not do any deliveries from this station until at least ...
- Wed Jan 18, 2023 10:47 pm
- Forum: Modding interface requests
- Topic: a filter on roboport robot type
- Replies: 3
- Views: 895
Re: a filter on roboport robot type
Use a filter inserter to remove logistics bots (all logistics bots) from any roboport you want reserved for construction bots. Have the filter inserter place the unwanted logistics bots into an active provider chest. Then more logistics bots will take flight to carry the excess ones back to the sto...
- Sun Dec 18, 2022 4:44 pm
- Forum: Gameplay Help
- Topic: Power output on Nuclear reactors not decreasing
- Replies: 8
- Views: 1278
Re: Power output on Nuclear reactors not decreasing
The turbines only consume as much steam as they need to satisfy the current power demand. Heat exchangers only consume as much heat as they need to fill up their output with steam. This will always scale moment to moment according to your factory's current consumption; steam and heat are never waste...
- Thu Dec 08, 2022 9:41 pm
- Forum: Logistic Train Network
- Topic: No train found in network 0x02
- Replies: 3
- Views: 819
Re: No train found in network 0x02
Glad it helped. As a software engineer a big part of my job is going back to figure out what new thing I broke in the process of trying to fix the problem I started with
- Thu Dec 08, 2022 9:16 pm
- Forum: Logistic Train Network
- Topic: No train found in network 0x02
- Replies: 3
- Views: 819
Re: No train found in network 0x02
Looks like you have the min/max train length set to 1 from the screenshot.. the trains waiting at the depot are all length 2. A train length of 1 is not useful as it wouldn't include any cargo wagons.
- Fri Feb 25, 2022 5:12 pm
- Forum: General discussion
- Topic: Web says "Password breached", how does it know, technically?
- Replies: 3
- Views: 1856
Re: Web says "Password breached", how does it know, technically?
It knows your password in plain text *while you are logging in*, because you just typed it into a form and submitted it, so it can check at that time without the stored password being reversible.
- Thu Jan 20, 2022 8:59 pm
- Forum: Gameplay Help
- Topic: General Purpose Train Lines for a Megabase
- Replies: 4
- Views: 2053
Re: General Purpose Train Lines for a Megabase
Generally if people want a system where the same trains serve multiple different types of delivery between different stations they use the LTN mod, which provides exactly this: a system for dispatching a pool of trains to fulfil matches between stations that provide and request items. It's possible ...
- Fri Oct 08, 2021 12:10 am
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 9164
Re: How to use the train limit with double headed trains/stations
Yes, it might still take one tick for the disabling to take effect if that's how the engine works and if so then there's no way to entirely prevent that just by disabling the stations on demand like this, but this setup if it works should be the shortest possible delay.
- Thu Oct 07, 2021 9:36 pm
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 9164
Re: How to use the train limit with double headed trains/stations
Yes, but I can see any way to implement that without adding a combinator, which adds a delay making trains stutter. Each time the train moves 1 tick forward. If it keeps happening to the same train over and over, e.g. it's the only one that targets the bottom station, eventually the train will stut...
- Thu Oct 07, 2021 12:22 pm
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 9164
Re: How to use the train limit with double headed trains/stations
Leave one station enabled all the time and just disable the other one if the first station has a train count >0. That way even if they both path there on the same tick only one of them will get its path cancelled and the other one will make it, then free the station up again once it leaves. Then a ...
- Wed Oct 06, 2021 8:53 pm
- Forum: General discussion
- Topic: Some things I miss
- Replies: 2
- Views: 1386
Re: Some things I miss
You can still reorder train stops in the list; see the animation on https://factorio.com/blog/post/fff-279 for how this works in the new UI. You need to grab the decorated part of the bar with the train stop name and drag it. I'm not aware of being able to copy/paste from train stops to schedules ev...
- Wed Oct 06, 2021 7:40 pm
- Forum: General discussion
- Topic: The numbers on fluids
- Replies: 15
- Views: 5846
Re: The numbers on fluids
There is something strange going on with pumps. If you have a pipe and three pumps feeding three fluid cars, I think only one pump at a time will turn on. Also if you have multiple pumps feeding one fluid car it will once again only work one pump at a time. I couldn't speed up the filling of my flu...
- Wed Oct 06, 2021 7:32 pm
- Forum: Gameplay Help
- Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
- Replies: 19
- Views: 4814
Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
Interesting, I admit I didn't try that outside of train context as it wasn't relevant to my problem here. I did try that with trains (and many other combinations). Anyways, that doesn't work. Eg: train.png Train still doesn't move until I delete the circuit condition. (Again, no wires connected to ...
- Wed Oct 06, 2021 4:21 pm
- Forum: Gameplay Help
- Topic: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
- Replies: 19
- Views: 4814
Re: Circuits with TrainsStops, how to do pause only when red signal is present and = 1
!= 0 is the condition for "signal present". The signal being present and having a nonzero value are the same thing in Factorio circuit logic. If you want to be able to inhibit a train from leaving a stop until it gets a signal but have the train be allowed to leave if the station isn't hoo...
- Wed Oct 06, 2021 1:37 am
- Forum: Gameplay Help
- Topic: How to use the train limit with double headed trains/stations
- Replies: 36
- Views: 9164
Re: How to use the train limit with double headed trains/stations
Leave one station enabled all the time and just disable the other one if the first station has a train count >0. That way even if they both path there on the same tick only one of them will get its path cancelled and the other one will make it, then free the station up again once it leaves.
- Tue Oct 05, 2021 10:57 pm
- Forum: Ideas and Requests For Mods
- Topic: [Plea] Can some creator make simple Nuclear Power mod
- Replies: 5
- Views: 1886
Re: [Plea] Can some creator make simple Nuclear Power mod
If you do find that nuclear affects your UPS there are a number of existing mods that rescale the numbers in nuclear power or just package up the whole thing into one entity; e.g. see https://mods.factorio.com/query/Nuclear ... ersion=1.1
- Thu Sep 23, 2021 6:53 pm
- Forum: Logistic Train Network
- Topic: changing config params
- Replies: 9
- Views: 2232
Re: changing config params
I see there are some Startup, Map and Per player config settings. From what I have tried, you can't change any of the Map config settings once you have already created your map. Since I added LTN a long time after the map, I never got a chance to change them. It sounds like you're trying to change ...