Search found 1006 matches: electric rail

Searched query: +electric +rail

by louanbastos
Wed Aug 27, 2025 12:17 pm
Forum: Won't implement
Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
Replies: 11
Views: 683

Re: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)

... blueprint building
Instant deconstruction
Instant upgrading
Instant rail planner
Fill electric buffers when building entities
Ignore tile conditions


I wish it was in the API or where to find it in the API 😅
by louanbastos
Wed Aug 27, 2025 1:56 am
Forum: Won't implement
Topic: Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)
Replies: 11
Views: 683

Make Map Editor “Interaction” Behaviors Scriptable in the Lua API (for creative play, QoL, servers, and mods)

... Instant upgrading — upgrade planner actions apply instantly.
• Instant rail planner — rail paths materialize immediately when planned.
• Fill electric buffers when building entities — new electric entities spawn fully charged.
• Placed corpses never expire — corpses created while active do not age ...
by FactorioBot
Wed Jul 30, 2025 4:50 pm
Forum: Releases
Topic: Version 2.0.61
Replies: 11
Views: 9668

Version 2.0.61

... using send_udp fails. (https://forums.factorio.com/129992)
Fixed that rail ramp ghosts would block ground rail ghost construction. (https://forums ... component.
Fixed that a player using the editor could not activate electric discharge equipment and other manually-activated equipment.
Fixed that ...
by kingkj52
Sun Jul 27, 2025 4:12 am
Forum: Technical Help
Topic: [2.0.60] Crashing on Startup
Replies: 4
Views: 991

Re: [2.0.60] Crashing on Startup

... show-turret-radius-when-blueprinting=true

; Options: true, false
; show-rail-block-visualization=true

; Options: true, false
; show-missing-logistic ... true, false
show-logistic-network=true

; Options: true, false
show-electric-network=true

; Options: true, false
show-turret-range=true

; Options ...
by Tertius
Thu Jul 24, 2025 5:44 pm
Forum: Wiki Talk
Topic: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
Replies: 23
Views: 3324

How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki

... to German. Ignore for every other language.
[German glossary begin]
rail ramp: Gleisrampe
elevated rail: Hochbahnen
ammoniacal oceans on Aquilo ... Stapel
circuit network: Schaltungsnetz
logistic network: Logistiknetz
electric network: Stromnetz
electric system: Stromnetz
power: Strom
electricity ...
by whisperwood
Tue Jul 15, 2025 5:06 am
Forum: Technical Help
Topic: Low Wayland framerate on latest update
Replies: 2
Views: 377

Re: Low Wayland framerate on latest update

... 0,1440], 2560x1080, SDL_PIXELFORMAT_RGB888, 60Hz}
0.225 [1]: Samsung Electric Company U32R59x HNMN702494 (DP-3) - {[0,0], 2560x1440, SDL_PIXELFORMAT ... FeatureFlag quality = true
1.024 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
1.024 Info ModManager.cpp:444: FeatureFlag segmented ...
by Tertius
Mon Jun 23, 2025 7:45 am
Forum: Gameplay Help
Topic: Wired Parking lot and train pathing
Replies: 5
Views: 678

Re: Wired Parking lot and train pathing

... but the stacker was always full. If it was not full, it was due to bad rail planning that lead to congestion out in the field, but not due to not ... of 50%, that means every mine gets double of what you can get with electric mining drills. You need just 1 mine where you previously needed 3-4.
If ...
by Epp
Tue May 27, 2025 5:07 pm
Forum: Ideas and Suggestions
Topic: Add a hotkey to prevent electric poles from connecting *outside* of a blueprint
Replies: 2
Views: 419

Add a hotkey to prevent electric poles from connecting *outside* of a blueprint

... like a no-brainer for QoL. Here's my use case: I have an expandable rail loop system designed to extend through a roboport grid, like so:

05-27 ... stations. Depending on where I place stations inside these loops, the electric poles reach out and connect to some of the surrounding poles, which I ...
by MRI-One
Sat Apr 26, 2025 3:02 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.45][mac-arm] minimized Factorio restarts graphics loop after resolution change
Replies: 4
Views: 1125

[StrangePan][2.0.45][mac-arm] minimized Factorio restarts graphics loop after resolution change

... FeatureFlag quality = true
0.749 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
0.749 Info ModManager.cpp:444: FeatureFlag segmented ... id=player=0;id=14, type=0, label=E-Mine, description=, icons={{name=electric-mining-drill}}, hash=bfec981d70fcbfd69c20422609116e5dd111a14b ...
by credomane
Fri Apr 25, 2025 5:18 am
Forum: Ideas and Suggestions
Topic: Radar channels
Replies: 8
Views: 3383

Re: Radar channels

... system years ago (read: before 1.0 even) to run over my central "rail" network. My rail bps also had big electric polls that brought power along with red and green circuit wires everywhere. I just never finished my mod/demod system due to complications (read: I sucked at pre-2.0 combinators ...
by mmmPI
Sun Apr 20, 2025 11:21 am
Forum: Ideas and Suggestions
Topic: Highlight enemy units when hovering any turret
Replies: 3
Views: 314

Re: Highlight enemy units when hovering any turret

... the ennemy in range, i think the range is the green cone meaning the rail gun can't TARGET things outside the range, however the projectile ... t be targeted.

For tesla turrets the red square would be difficult to draw because sometimes the electric arc jumps further than the green overlay.
by tinker9
Thu Apr 17, 2025 11:18 am
Forum: Bug Reports
Topic: [2.0.43] Rail signals cannot be super force placed on oil ocean
Replies: 10
Views: 1941

Re: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean

I can also reproduce this by trying to force-replace a medium electric pole next to a rail line, after moving the signal in my hand next to another rail at a different angle. (I'm doing this using remote view.)
by lmb
Mon Apr 14, 2025 3:28 pm
Forum: Resolved Requests
Topic: Faulty Example for circuit_condition :: Read|Write CircuitConditionDefinition
Replies: 1
Views: 216

Faulty Example for circuit_condition :: Read|Write CircuitConditionDefinition

... condition={
comparator=">",
first_signal={type="item", name="rail-chain-signal"},
constant=4}
}
the following worked for me:
a_behavior ... constant=4
}
end

local recipe = game.player.force.recipes["electric-engine-unit"]
create_buffer_chest({x = position.x + 3, y = position.y ...
by Loewchen
Sun Mar 23, 2025 7:33 pm
Forum: Pending
Topic: [2.0.42] Crash on desync "Close active window called while game is being saved."
Replies: 2
Views: 828

Re: [2.0.42] Crash on desync

... FeatureFlag quality = true
1.282 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
1.282 Info ModManager.cpp:444: FeatureFlag segmented ... cupric-asteroids 1.2.1 (settings.lua)
1.303 Loading mod settings electric-trains 0.4.0 (settings.lua)
1.304 Loading mod settings ion-thruster 1 ...
by boskid
Tue Mar 18, 2025 7:23 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.18] Rail signal wire connections break upon rotation sometimes
Replies: 1
Views: 1511

Re: [boskid][2.0.18] Rail signal wire connections break upon rotation sometimes

... was that wire reach is performed as a distance between selection boxes, rail signals have rotated selections boxes and as it turns out, our code for ... passing (with distance of 8.85) but when signal was on the sides of electric pole, the distance measured was 9.05 and the wire failed a reach check ...
by LdV
Tue Mar 18, 2025 6:51 am
Forum: 1 / 0 magic
Topic: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"
Replies: 26
Views: 3113

Re: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"

... FeatureFlag quality = false
3.931 Info ModManager.cpp:444: FeatureFlag rail-bridges = false
3.931 Info ModManager.cpp:444: FeatureFlag segmented ... through-2 0.1.2 (settings.lua)
3.933 Loading mod settings Advanced-Electric-Revamped-v16 0.7.4 (settings.lua)
3.933 Loading mod settings ...
by AnriMachishiro
Fri Mar 07, 2025 5:37 am
Forum: Ideas and Suggestions
Topic: Brush deconstruction tool
Replies: 6
Views: 680

Re: Brush deconstruction tool

... something like this might be great for clearing forest for a diagonal rail line. It's easy for me to do cutting for horizontal or vertical, but diagonal is a pain.


As a big fan of Rail World map, I'd strongly agree with OP.
After a mine depletion,
- I just want to:
get my electric mining drills ...
by Mr Wednesday
Fri Mar 07, 2025 4:42 am
Forum: Ideas and Suggestions
Topic: Brush deconstruction tool
Replies: 6
Views: 680

Re: Brush deconstruction tool

... something like this might be great for clearing forest for a diagonal rail line. It's easy for me to do cutting for horizontal or vertical, but diagonal is a pain.


As a big fan of Rail World map, I'd strongly agree with OP.
After a mine depletion,
- I just want to:
get my electric mining drills ...
by AnriMachishiro
Fri Mar 07, 2025 3:56 am
Forum: Ideas and Suggestions
Topic: Brush deconstruction tool
Replies: 6
Views: 680

Re: Brush deconstruction tool

As a big fan of Rail World map, I'd strongly agree with OP.
After a mine depletion,
- I just want to:
get my electric mining drills, furnaces, railways back for further use
- I don't want to:
cut trousands of trees with the railway together
get fishes in the water with the railway together
by datarza
Thu Feb 20, 2025 7:39 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 501
Views: 334597

Re: 3 and 4 way intersections

Here is the fixed 3 way intersection for placing `Big electric pole` in the center and better rail signals placement, like `3 vie design 4 `

02-20-2025, 14-38-37.png

0eNqVmOuOokAQhd+lf8OEvhW0r7KZbFBZ7UTRIE52Ynj3xQu4g8XMqV9Gpb+crjrVffSilrtzdWxi3arFRcXVoT6pxa+LOsVNXe6un9XlvlIL1ZRxp7pExXpd ...

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