... 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 ...
Search found 993 matches: electric rail
Searched query: +electric +rail
- Sun Mar 23, 2025 7:33 pm
- Forum: Bug Reports
- Topic: [2.0.42] Crash on desync "Close active window called while game is being saved."
- Replies: 1
- Views: 367
- 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: 924
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 ...
- 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: 1530
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 ...
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 ...
- Fri Mar 07, 2025 5:37 am
- Forum: Ideas and Suggestions
- Topic: Brush deconstruction tool
- Replies: 6
- Views: 321
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 ...
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 ...
- Fri Mar 07, 2025 4:42 am
- Forum: Ideas and Suggestions
- Topic: Brush deconstruction tool
- Replies: 6
- Views: 321
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 ...
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 ...
- Fri Mar 07, 2025 3:56 am
- Forum: Ideas and Suggestions
- Topic: Brush deconstruction tool
- Replies: 6
- Views: 321
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
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
- Thu Feb 20, 2025 7:39 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 478
- Views: 277216
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 ...
02-20-2025, 14-38-37.png
0eNqVmOuOokAQhd+lf8OEvhW0r7KZbFBZ7UTRIE52Ynj3xQu4g8XMqV9Gpb+crjrVffSilrtzdWxi3arFRcXVoT6pxa+LOsVNXe6un9XlvlIL1ZRxp7pExXpd ...
- 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: 618
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 ...
Of course you ...
- Sat Jan 25, 2025 4:47 am
- Forum: Already exists
- Topic: Recycler capped at 12 outputs?
- Replies: 2
- Views: 407
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 ...
{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 ...
- Thu Jan 23, 2025 6:34 pm
- Forum: Ideas and Suggestions
- Topic: Aquilo: add an upgraded roboport that won't freeze
- Replies: 7
- Views: 613
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 ...
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 ...
- 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: 618
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 ...
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 ...
- Sat Jan 18, 2025 11:48 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 478
- Views: 277216
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 ...
- Sun Jan 12, 2025 6:01 pm
- Forum: Technical Help
- Topic: [2.0.38] headless debian 12 server random crashes
- Replies: 11
- Views: 1013
Re: [2.0.38] headless debian 12 server random crashes
... 43 factorio002 factorio[397]: 0.095 Info ModManager.cpp:438: FeatureFlag rail-bridges = true
Jan 12 00:04:43 factorio002 factorio[397]: 0.095 Info ... 397]: 0.108 Script @__Bottleneck__/settings.lua:191: not_plugged_in_electric_network - off none
Jan 12 00:04:43 factorio002 factorio[397]: 0.108 ...
Jan 12 00:04:43 factorio002 factorio[397]: 0.095 Info ... 397]: 0.108 Script @__Bottleneck__/settings.lua:191: not_plugged_in_electric_network - off none
Jan 12 00:04:43 factorio002 factorio[397]: 0.108 ...
- Fri Jan 10, 2025 2:44 am
- Forum: Pending
- Topic: [2.0.29] Crash placing blueprint (CollisionSquareDetectionLogic)
- Replies: 1
- Views: 349
[2.0.29] Crash placing blueprint (CollisionSquareDetectionLogic)
... FeatureFlag quality = true
1.088 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
1.088 Info ModManager.cpp:444: FeatureFlag segmented ... 1736474629
110.616 Info MapSetupHelper.cpp:674: Deleting 2 leaked electric networks
111.192 Loading script.dat: 1222 bytes.
111.255 Checksum for ...
1.088 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
1.088 Info ModManager.cpp:444: FeatureFlag segmented ... 1736474629
110.616 Info MapSetupHelper.cpp:674: Deleting 2 leaked electric networks
111.192 Loading script.dat: 1222 bytes.
111.255 Checksum for ...
- Sat Jan 04, 2025 11:21 am
- Forum: Balancing
- Topic: Electric poles should be lightning proof on Fulgora just like rail components
- Replies: 17
- Views: 2500
Re: Electric poles should be lightning proof on Fulgora just like rail components
Sadly no, ghost's can't be hit by lightning or frozen.
- Sat Jan 04, 2025 11:19 am
- Forum: Balancing
- Topic: Electric poles should be lightning proof on Fulgora just like rail components
- Replies: 17
- Views: 2500
Re: Electric poles should be lightning proof on Fulgora just like rail components
Does it also work for ghosts?
- Sat Jan 04, 2025 10:31 am
- Forum: Balancing
- Topic: Electric poles should be lightning proof on Fulgora just like rail components
- Replies: 17
- Views: 2500
Re: Electric poles should be lightning proof on Fulgora just like rail components
Yup, much easier than my ctrl-shift-f stupidity, just plop something down and check for the icon:
(Assuming you don't put it down within range of a lightning rod or heat pipe).- Sat Jan 04, 2025 9:45 am
- Forum: Balancing
- Topic: Electric poles should be lightning proof on Fulgora just like rail components
- Replies: 17
- Views: 2500
Re: Electric poles should be lightning proof on Fulgora just like rail components
... wiki to play a game. To avoid spoilers I didn't read those wikis / fffs until solar edge.
I guess the in-game source would be that if you build rails between islands and route trains between them, you don't see the little "subject to lightning" icon that you see on other things. But that's easy ...
I guess the in-game source would be that if you build rails between islands and route trains between them, you don't see the little "subject to lightning" icon that you see on other things. But that's easy ...
- Sat Jan 04, 2025 7:38 am
- Forum: Balancing
- Topic: Electric poles should be lightning proof on Fulgora just like rail components
- Replies: 17
- Views: 2500
Re: Electric poles should be lightning proof on Fulgora just like rail components
... wiki to play a game. To avoid spoilers I didn't read those wikis / fffs until solar edge.
I guess the in-game source would be that if you build rails between islands and route trains between them, you don't see the little "subject to lightning" icon that you see on other things. But that's easy ...
I guess the in-game source would be that if you build rails between islands and route trains between them, you don't see the little "subject to lightning" icon that you see on other things. But that's easy ...
- Sat Jan 04, 2025 3:36 am
- Forum: Balancing
- Topic: Electric poles should be lightning proof on Fulgora just like rail components
- Replies: 17
- Views: 2500
Re: Electric poles should be lightning proof on Fulgora just like rail components
Thanks for the confirmation. By the way, any chance they mention rail won't freeze on Aquilo? Guess what, I thought they'd freeze there too and imported many rockets of heat pipes from Vulcanus and piped to all my pumpjacks.
I haven't visited Aquilo yet (as I'm taking a break from the game ...