... 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 ...
Search found 1001 matches: electric rail
Searched query: +electric +rail
- Tue Jul 15, 2025 5:06 am
- Forum: Technical Help
- Topic: Low Wayland framerate on latest update
- Replies: 2
- Views: 278
- 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 ...
If ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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.
For tesla turrets the red square would be difficult to draw because sometimes the electric arc jumps further than the green overlay.
- 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.)
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
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: 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 ...
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: 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 ...
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: 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
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: 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 ...
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: 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 ...
Of course you ...
- 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 ...
{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: 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 ...
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: 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 ...
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: 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 ...