Search found 115 matches
- Fri Jun 07, 2019 11:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.47] Chain Rail signals display issue
- Replies: 4
- Views: 2714
[kovarex] [0.17.47] Chain Rail signals display issue
When a chain rail signal is set up ahead of a regular signal that is controlled by circuit, the display of the rail signal gets locked in the wrong setting. It seems like the signal will still direct traffic correctly however. Attached is a save file, turn the CC on to set the regular signal to red,...
- Fri Jun 07, 2019 10:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Combinator error
- Replies: 4
- Views: 2595
Re: [Twinsen]Combinator error
You probably don't need this, but I have confirmed the fix.
- Mon Jun 03, 2019 12:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Combinator error
- Replies: 4
- Views: 2595
Re: Combinator error
Here you go, new empty game with no mods.
Top combinator is set normally.
2nd is set to each + SP3 output to SP3, works as expected.
3rd is a copy of the 2nd, modified to 500 + SP3 output to SP3, has an error.
4th is a copy of the 3rd, the error stays even with a copy.
Top combinator is set normally.
2nd is set to each + SP3 output to SP3, works as expected.
3rd is a copy of the 2nd, modified to 500 + SP3 output to SP3, has an error.
4th is a copy of the 3rd, the error stays even with a copy.
- Sun Jun 02, 2019 1:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen]Combinator error
- Replies: 4
- Views: 2595
[Twinsen]Combinator error
It is possible to get combinators to calculate incorrectly: CombinatorBug.jpg I had initially had the first value as S3 mods, but changed it to 500, it seems it doesn't respect that change and keeps the first setting. A fresh combinator will calculate correctly, so this is not a high priority issue.
- Thu Jan 18, 2018 1:38 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 383642
Re: Idea to nerf bots - make them take up space
Bots today don't have physicality - they can infinitely overlap, with each other and with other game objects. A pretty intuitive and visually-interesting nerf would be to change that. Make bots get in each other's way. If there are a bunch of bots going in the same place, make them cluster and bloc...
- Tue Jan 02, 2018 11:10 pm
- Forum: General discussion
- Topic: Pushing trains, ideal for small train stops?
- Replies: 4
- Views: 2618
Re: Pushing trains, ideal for small train stops?
You can load/unload on a curve too, just not with 12.
But fuel doesn't need as many inserters.
But fuel doesn't need as many inserters.
- Sun Dec 31, 2017 5:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.6] Toolbelt gone
- Replies: 4
- Views: 1919
Re: [0.16.6] Toolbelt gone
I had the same problem.
The command fixed it for me, after saving and loading.
Thank you.
The command fixed it for me, after saving and loading.
Thank you.
- Wed Dec 20, 2017 8:30 pm
- Forum: Mods
- Topic: [MOD 0.17] Tiny Pole
- Replies: 8
- Views: 3510
Re: [MOD 0.15] Tiny Pole
Sorry, I was only able to adjust the radius.
I really need to fix the graphics, but I don't yet know how to do that.
I really need to fix the graphics, but I don't yet know how to do that.
- Wed Dec 20, 2017 8:07 pm
- Forum: Gameplay Help
- Topic: Another way to get the full content of my logistic network?
- Replies: 5
- Views: 1754
Re: Another way to get the full content of my logistic network?
You can also turn off the mini-map from options.
That will get more room for information.
Also there is a mod to turn it on and off with a key combination (control M by default):
https://mods.factorio.com/mods/daniel34 ... p-autohide
That will get more room for information.
Also there is a mod to turn it on and off with a key combination (control M by default):
https://mods.factorio.com/mods/daniel34 ... p-autohide
- Sun Dec 17, 2017 3:37 am
- Forum: Mods
- Topic: [MOD 0.17] Tiny Pole
- Replies: 8
- Views: 3510
Re: [MOD 0.15] Tiny Pole
Verified that it works with 0.16, I changed the version number and the Factorio version number, but nothing else.
- Tue Dec 05, 2017 12:30 am
- Forum: Ideas and Suggestions
- Topic: Option for trains to deal zero damage to players
- Replies: 55
- Views: 14598
Re: Option for trains to deal zero damage to players
There was another post (bug report maybe) that mentioned that when you're manually driving you don't reserve blocks like automatic trains, so if you merge or cross, the other locomotive may not have time to stop.
- Mon Dec 04, 2017 4:59 am
- Forum: Ideas and Suggestions
- Topic: Option for trains to deal zero damage to players
- Replies: 55
- Views: 14598
Re: Option for trains to deal zero damage to players
If you're immune to the damage would you still get tossed across the map? That would be kind of funny.
- Sat Dec 02, 2017 10:17 pm
- Forum: Ideas and Suggestions
- Topic: Option for trains to deal zero damage to players
- Replies: 55
- Views: 14598
Re: Option for trains to deal zero damage to players
You could also try the Honk! mod, although that probably won't help much.
And the author doesn't intend to change it:
And the author doesn't intend to change it:
GotLag wrote:Victory horn. I don't think the train should honk until after it's run you over, as that would impede its primary function (which is running you over).
- Fri Dec 01, 2017 2:27 am
- Forum: Combinator Creations
- Topic: Balanced Bot Train Loader
- Replies: 10
- Views: 14073
Re: Balanced Bot Train Loader
I don't understand the need for this. The bots will load the requester chests fairly evenly, Well, open mouth, insert foot... The bots do NOT load evenly as the OP suggested, and this is a very good solution. The only thing I really changed on it is that I moved the top constant combinator over one...
- Fri Dec 01, 2017 1:03 am
- Forum: Gameplay Help
- Topic: Even Stations
- Replies: 10
- Views: 4029
Re: Even Stations
I could do that, but I don't understand the difference really. Except that in the pathing discounts red signals that are far away, so it could still send a train to the station that is distant. A red signal where the train can reroute to the other station would still work, but why is that better tha...
- Fri Dec 01, 2017 12:47 am
- Forum: Maps and Scenarios
- Topic: Skull Island Exchange String
- Replies: 1
- Views: 3095
Re: Skull Island Exchange String
I've had a few games start like this. I think they did something so if you start in water it makes an island around you.
Note how circular the island is. The small lake in the island seems pretty consistent as well.
Note how circular the island is. The small lake in the island seems pretty consistent as well.
- Thu Nov 30, 2017 2:36 am
- Forum: Gameplay Help
- Topic: Circuit Logistics question
- Replies: 3
- Views: 1379
Re: Circuit Logistics question
1: as far as I know, there is no way for a circuit to know what you are researching. You could see that some beakers are being used and others are not and shut down that part of the factory. But in general, just limit your chest size and let it fill up, you'll use it soon enough. 2: I would also let...
- Thu Nov 30, 2017 12:49 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Late-game marathon Ore to circuits
- Replies: 5
- Views: 4626
Re: Late-game marathon Ore to circuits
I am playing marathon. I have 4 cable assemblers feeding each circuit factory. It is more than needed, and the cable assemblers are idle sometimes. It would work to have 3.5 cable assemblers, but that would need some creative juggling or bots. It would also need 2 inserters taking from each cable as...
- Wed Nov 29, 2017 10:13 pm
- Forum: Ideas and Suggestions
- Topic: Another try of implementing Power Loss
- Replies: 12
- Views: 4128
Re: Another try of implementing Power Loss
A fairly simple solution to adding cost to the network is to have every pole have a power cost, I would suggest that the cost be the same regardless of type to encourage larger poles. However, as Qon and I discussed, either the cost would be a major pain, or it wouldn't be enough to matter, and is p...
- Wed Nov 29, 2017 9:57 pm
- Forum: Gameplay Help
- Topic: Even Stations
- Replies: 10
- Views: 4029
Re: Even Stations
I'll probably work on a recursive blueprint for expanding territory, then I can expand enough so that hopefully it doesn't matter.