Search found 1001 matches: electric rail

Searched query: +electric +rail

by whisperwood
Tue Jul 15, 2025 5:06 am
Forum: Technical Help
Topic: Low Wayland framerate on latest update
Replies: 2
Views: 278

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: 516

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: 347

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: Assigned
Topic: [StrangePan][2.0.45][mac-arm] minimized Factorio restarts graphics loop after resolution change
Replies: 2
Views: 392

[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: 3060

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: 264

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: 1707

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: 199

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: 723

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: 1376

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: 2718

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: 569

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: 569

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: 569

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: 500
Views: 318455

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 ...
by Factoruser
Sat Jan 25, 2025 2:43 pm
Forum: Ideas and Suggestions
Topic: Rail and train "immunity" needs to be explained to the player
Replies: 3
Views: 1039

Re: Rail and train "immunity" needs to be explained to the player

... just vast counts of concrete and heatpipes and stacks of pipes, belts, electric poles, assembling machines and 2 heating towers plus the items for the ... while you're trying to build it. And supporting it with missiles or railgun ammo is nearly impossible (=> explosives production).

Of course you ...
by rjdunlap
Sat Jan 25, 2025 4:47 am
Forum: Already exists
Topic: Recycler capped at 12 outputs?
Replies: 2
Views: 758

Recycler capped at 12 outputs?

... details_in_recipe_tooltip = false},
{type = "item", name = "medium-electric-pole", amount = 1, probability = 0.04, show_details_in_recipe_tooltip ... 0.04, show_details_in_recipe_tooltip = false},
{type = "item", name = "rail", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false ...
by ikarikeiji
Thu Jan 23, 2025 6:34 pm
Forum: Ideas and Suggestions
Topic: Aquilo: add an upgraded roboport that won't freeze
Replies: 7
Views: 1070

Aquilo: add an upgraded roboport that won't freeze

... expanding construction network you ultimately need nothing more than electric poles and roboports outside your "mall" area.

Back on Vulcanus when I wanted to add a long rail line remotely, I already had a full mall setup with roboports and construction bots, so I just laid out my rail line, then ...
by ikarikeiji
Thu Jan 23, 2025 6:19 pm
Forum: Ideas and Suggestions
Topic: Rail and train "immunity" needs to be explained to the player
Replies: 3
Views: 1039

Rail and train "immunity" needs to be explained to the player

... misleading in one particular way.

Fulgora's entry doesn't explain that rails (and related entities like signals), and trains, are immune from ... from freezing. In fact the entry explicitly says "ALL entities except electric poles WILL freeze"... so that's outright incorrect. I haven't needed ...
by SavageVector
Sat Jan 18, 2025 11:48 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 500
Views: 318455

Re: 3 and 4 way intersections

... so just did my best. Looks pretty messy, and I have no idea how to do rail signals on an intersection without crossings; but I think it works okay ... thinner footprint. Added some (atrociously spaced) roboports and electric poles. Put slightly more care into signals, cutting back by like 10 ...

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