Search found 954 matches: electric rail

Searched query: electric rail

by FactorioBot
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 ...
by Stargateur
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 ...
by teemu
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. ...
by AileTheAlien
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] ...
by BlueTemplar
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 ??
by FactorioBot
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. ...
by FactorioBot
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 ...
by Sychius
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 ...
by MrGergoth
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 ...
by FactorioBot
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 ...
by xCannon3
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 ...
by Sanqui
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 ...
by Sanqui
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 ...
by AileTheAlien
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 ...
by FuryoftheStars
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 ...
by Bilka
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. ...
by Tealtanium Golem
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 ...
by shopt
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 ...
by shinokiba
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 ...
by russl5445
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...

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