Search found 954 matches: electric rail
Searched query: electric rail
- Fri Nov 15, 2024 5:56 pm
- Forum: Releases
- Topic: Version 2.0.19
- Replies: 13
- Views: 2801
Version 2.0.19
... blueprint over existing entities. (https://forums.factorio.com/119281) Electric weapons damage infinite tiers start more expensive to naturally ... poking through air objects. (https://forums.factorio.com/119441) Fixed rail planner in ghost mode would ignore existing ghost ramps and ghost supports ...
- Sun Nov 10, 2024 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
- Replies: 66
- Views: 3770
Re: Add elevated big power pole in fulgura together with elevated rails, or lower foundation tech requirements
... space, and you will have plenty of power after. I craft legendary big electric pole and could NOT link two islands... so disappointed. The limited ... want people to suffer for electricity ??? I think if we can put giant rail support we should be able to put a electric pole ! and electric pole ...
- Sun Nov 10, 2024 1:46 pm
- Forum: Ideas and Suggestions
- Topic: Add lightning collector equipment
- Replies: 5
- Views: 185
Add lightning collector equipment
... want to start expanding more on Fulgora. I'm mass producing elevated rails and starting to put together a proper rail network. The mech armor ... on my first run to Fulgora and I was baffled as to how I had all this electric power in the grid but my armor was running constantly out of power. ...
- Thu Nov 07, 2024 2:03 am
- Forum: Gameplay Help
- Topic: Dynamic Rail Provider/Requester Setup
- Replies: 11
- Views: 533
Re: Dynamic Rail Provider/Requester Setup
... [number one icon]" , the one on the east is "[lab icon] [number two icon]" , and you have many different locations manufacturing electric smelters named like "[electric smelter icon] [assembler icon] [number one icon]" , ... "[electric smelter icon] [assembler icon] ...
- Mon Nov 04, 2024 2:40 pm
- Forum: General discussion
- Topic: Well, Fulgora sucks [Spoilers]
- Replies: 54
- Views: 4401
Re: Well, Fulgora sucks [Spoiler] or lack thereof
... it difficult to get to any of the other nearby islands without the rail support foundation. This sounds extremely unlucky on your part (or a ... of Pitch Black - only coming out by day ??), but could be some «electric ghost» enemy ??
- Wed Oct 30, 2024 6:55 pm
- Forum: Releases
- Topic: Version 2.0.13
- Replies: 15
- Views: 8500
Version 2.0.13
... [space-age] Offshore pump speed increases with quality. Changes Curved rails cost 3 rail items to build. Bugfixes Fixed Remote View sometimes flickering ... type. (https://forums.factorio.com/118279) Fixed production and electricity statistics would use wrong locale for ranges exceeding 99 hours. ...
- Mon Oct 28, 2024 4:31 pm
- Forum: Releases
- Topic: Version 2.0.12
- Replies: 21
- Views: 10074
Version 2.0.12
... GUI types. (https://forums.factorio.com/117362) Fixed that elevated rail entities would still work without owning space-age. (https://forums.factorio.com/117225) ... Fixed a crash when super-force-building electric poles in latency state. (https://forums.factorio.com/117620) Fixed ...
- Sat Oct 26, 2024 4:00 pm
- Forum: Pending
- Topic: [2.011] Crash on autosave (TransportBeltConnectable::drawHalfBelt)
- Replies: 1
- Views: 73
[2.011] Crash on autosave (TransportBeltConnectable::drawHalfBelt)
... and a snap of the crash. AAI Loaders Auto Deconstruct Disco Science Electric Furnaces Revamp Electric Trains Factorio Library Factory Planner ... FeatureFlag quality = true 2.130 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 2.130 Info ModManager.cpp:434: FeatureFlag segmented-units ...
- Sat Oct 26, 2024 12:11 pm
- Forum: Minor issues
- Topic: [2.0.11] Ghost hitbox cover tree hitboxes in *rail building mode* (and you cant shoot such trees)
- Replies: 0
- Views: 90
[2.0.11] Ghost hitbox cover tree hitboxes in *rail building mode* (and you cant shoot such trees)
What did you do? I spamming shift - click with my rail blueprint, trying to move over ghost rails on car, build rails and shoot ... with moving cursor around. Sometimes, it works, right? 4) And bonus: hook electric pole or lamp with Q and try again. Feels like ghosts cover tree hitboxes ...
- Fri Oct 25, 2024 2:34 pm
- Forum: Releases
- Topic: Version 2.0.11
- Replies: 25
- Views: 12035
Version 2.0.11
... [space-age] Fulgora ruins now also drop iron sticks when mined so electric poles could be crafted without recyclers at the start. [space-age] ... was allowed to be negative. (https://forums.factorio.com/117026) Fixed rail description would suggest toggle rail layer binding when elevated-rails ...
- Wed Oct 23, 2024 9:16 am
- Forum: Resolved Problems and Bugs
- Topic: 2.0.8 Crash constantly (EnvironmentSoundPlayer::addEnvironmentSounds)
- Replies: 2
- Views: 148
2.0.8 Crash constantly (EnvironmentSoundPlayer::addEnvironmentSounds)
... FeatureFlag quality = true 1.319 Info ModManager.cpp:434: FeatureFlag rail-bridges = true 1.319 Info ModManager.cpp:434: FeatureFlag segmented-units ... aai-containers 0.3.0 (settings.lua) 1.324 Loading mod settings Advanced-Electric-Revamped-v16 0.7.1 (settings.lua) 1.329 Loading mod core 0.0.0 ...
- Mon Oct 21, 2024 11:04 am
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 27
- Views: 47372
Re: Version 2.0.7
... into LuaTrainManager::request_train_path. Removed LuaEntity::get_rail_segment_entity. Added LuaEntity::get_rail_segment_signal and get_rail_segment_stop. ... Removed LuaEntity::neighbours support for electric poles and power switches. Removed LuaEntity::connect_neighbour and ...
- Mon Oct 21, 2024 11:04 am
- Forum: Releases
- Topic: Version 2.0.7
- Replies: 27
- Views: 47372
Version 2.0.7
... have various kind of bonuses with higher quality. [space-age] Added rail ramps, rail supports and elevated rails to build bridges. (https://factorio.com/blog/post/fff-378) ... if the landfill ghosts are already there. Added a third graph to the electric network overview to track the charges of ...
- Fri Oct 11, 2024 2:59 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 34707
Re: Friday Facts #432 - Aquilo
... have infinite speed upgrades, so... how cool it would look to have the rails freeze over visually even though they aren't affected mechanically. ... quickly gets snowy again Agreed - this would be a very nice touch! why electric smelter (or any smelter) would need an external heat source is beyond ...
- Sat Oct 05, 2024 3:08 am
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 40605
Re: Friday Facts #430 - Drowning in Fluids
... ... and yet we still never discuss how doing the same with electricity should ABSOLUTELY be seen as a problem, for the exact same reasons. ... to have 32 tiles of range. They mentioned that way back with the rail changes in https://factorio.com/blog/post/fff-377 Unless they backtracked ...
- Fri Oct 04, 2024 1:03 pm
- Forum: Modding discussion
- Topic: 2.0 Modding API changelog preview
- Replies: 1
- Views: 3723
Re: 2.0 Modding changelog preview
... LuaEntity::circuit_connection_definitions and LuaEntity::copper_connection_definitions. Removed LuaEntity::neighbours support for electric poles and power switches. Removed LuaEntity::connect_neighbour and LuaEntity::disconnect_neighbour. LuaCircuitNetwork is now binding to WireConnectorID. ...
- Fri Sep 27, 2024 3:14 pm
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 318
- Views: 40605
Re: Friday Facts #430 - Drowning in Fluids
did you forget that electric poles don’t match the tiling grid? Big electric poles are being changed to match the grid / extended to have 32 tiles of range. They mentioned that way back with the rail changes in https://factorio.com/blog/post/fff-377 Unless they backtracked this change ...
- Wed Sep 25, 2024 8:22 pm
- Forum: Wiki Talk
- Topic: Suggestions for the Wiki regarding Factorio Expansion Add-ons
- Replies: 39
- Views: 16934
Re: Suggestions for the Wiki regarding Factorio Expansion Add-ons
... different ===Produced By:=== * Stone furnace * Steel furnace * Electric furnace ==Space Age only== * Foundry eg. for rocket silo tech ===Required ... be things to do with the rocket/satellite/space science. And maybe the rail planner page. It doesn't look like the wiki has any example station ...
- Wed Sep 25, 2024 12:05 am
- Forum: Gameplay Help
- Topic: Anyone wanna design 3 malls for me? I would, but I dislike designing blueprints
- Replies: 1
- Views: 385
Anyone wanna design 3 malls for me? I would, but I dislike designing blueprints
... Mall2: Express Transport belt, underground belt, splitter. LD Big Electric Pole, MD Train Stop, LD Rail Signal, MD Rail chain signal, MD Lamp, MD Cliff Explosives, LD Solar Panels, VERY VERY ...
- Thu Aug 29, 2024 12:50 pm
- Forum: Technical Help
- Topic: Crash (no error message) During Startup, Many Mods
- Replies: 1
- Views: 186
Crash (no error message) During Startup, Many Mods
For a while now, Factorio on my computer has been crashing during startup (sometimes). It gets to 95% on the progress bar, waits for a while, and then simply vanishes (no error message). I've looked at the startup log, and it always crashes somewhere in "Generating mipmaps" (I'll attach th...