Search found 1448 matches: gate
Searched query: +gate
- Fri Apr 04, 2025 12:46 pm
- Forum: General discussion
- Topic: Feedback on Space Age's overall design
- Replies: 43
- Views: 5598
Re: Feedback on Space Age's overall design
... touched it. You'd think it'd be a bigger part of the game, but it can't be because it would take away reasons to go to the planets. Annoyingly it gates certain tech (Kovarex enrichment, requester chests) that I'd like to have before launching a rocket, and it's not the gate for things it logically ...
- Wed Mar 26, 2025 1:38 pm
- Forum: Releases
- Topic: Version 2.0.43
- Replies: 10
- Views: 7922
Version 2.0.43
... game things are happening. (https://forums.factorio.com/127656)
Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. (https://forums.factorio.com/126778)
Fixed a crash when trying to open the logistics GUI while dead. (https://forums.factorio.com/127693)
Fixed ...
Fixed locomotive stop trigger being triggered repeatedly when hitting a disabled gate. (https://forums.factorio.com/126778)
Fixed a crash when trying to open the logistics GUI while dead. (https://forums.factorio.com/127693)
Fixed ...
- Mon Mar 24, 2025 6:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.32] Loud, repeating noise when train hits gate
- Replies: 1
- Views: 983
Re: [Donion] [2.0.32] Loud, repeating noise when train hits gate
Thanks for the report. This is now fixed for 2.0.43.
- Fri Mar 21, 2025 4:16 am
- Forum: Ideas and Requests For Mods
- Topic: demolisher thumpers/restoring the Demolisher gate trick
- Replies: 0
- Views: 127
demolisher thumpers/restoring the Demolisher gate trick
i wonder how long it will be before some wonderful modder can revert the change to demolishers or give us a new structure that preforms the same task of allowing people to 'tame' the volcanic danger noodles
- Sat Mar 15, 2025 6:51 pm
- Forum: Ideas and Requests For Mods
- Topic: Tains: planet from/to platform (similar to Space exploration mod)
- Replies: 0
- Views: 496
Tains: planet from/to platform (similar to Space exploration mod)
... off the ship onto the land (aka it reached a new planet).
And if you do want to create an end game stuff that used Promethium, how about using a gate that train uses? Like how linked belt works but for trains <- and please, if you want the game to need Promethium or whatever else to function, at ...
And if you do want to create an end game stuff that used Promethium, how about using a gate that train uses? Like how linked belt works but for trains <- and please, if you want the game to need Promethium or whatever else to function, at ...
- Sat Mar 08, 2025 5:31 pm
- Forum: Modding help
- Topic: How to conditionally include space-age graphics
- Replies: 5
- Views: 448
Re: How to conditionally include space-age graphics
... you just need to set “space-age” as an Optional Dependency in your Mod. Within your Mod’s prototypes stage you can then use if mods[“space-age”] then code blocks to gate the bits that use Space Age features/content.
Take a look at the Glass mod for a good example of conditional recipes.
Good Luck!
Take a look at the Glass mod for a good example of conditional recipes.
Good Luck!
- Fri Feb 14, 2025 7:37 pm
- Forum: Show your Creations
- Topic: Bio pollution mass filtering (space age)
- Replies: 1
- Views: 472
Bio pollution mass filtering (space age)
... around it is blocked.
- the biters need just a little bit of time to live after spawning, the structure can be made way much smaller, you can even gate them in and let them wander a bit (put the turrets with a larger offset from the nest, but covering the walls
- it WORKS! :) (currently filtering ...
- the biters need just a little bit of time to live after spawning, the structure can be made way much smaller, you can even gate them in and let them wander a bit (put the turrets with a larger offset from the nest, but covering the walls
- it WORKS! :) (currently filtering ...
- Thu Feb 13, 2025 3:56 pm
- Forum: Ideas and Suggestions
- Topic: Better symbols for any/all signals
- Replies: 0
- Views: 160
Better symbols for any/all signals
... it, so they should be facing the same direction, making them indistinguishable.
Some ideas for better symbols:
∃ (exists) for "any" and ∀ for "all"
∨ (or) for "any" and ∧ (and) for "all"
Logical OR gate for "any" and AND gate for "all", with multiple legs for inputs as opposed to the standard two
Some ideas for better symbols:
∃ (exists) for "any" and ∀ for "all"
∨ (or) for "any" and ∧ (and) for "all"
Logical OR gate for "any" and AND gate for "all", with multiple legs for inputs as opposed to the standard two
- Wed Feb 12, 2025 12:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.32] Loud, repeating noise when train hits gate
- Replies: 1
- Views: 983
[Donion] [2.0.32] Loud, repeating noise when train hits gate
While marking gates and other things for deletion, an automated train came by and hit one of the gates marked for deletion and made a terrible, loud noise. I've attached a video of my recording of the event. Not game breaking or slowing anything down but I am glad a bot was already on its way to pick ...
- Sun Jan 26, 2025 7:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.32] Character inside orbital drop activates gate
- Replies: 1
- Views: 833
Re: [Rseding91] [2.0.32] Character inside orbital drop activates gate
Thanks for the report. This is now fixed for the next release.
- Sat Jan 25, 2025 9:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [2.0.32] Character inside orbital drop activates gate
- Replies: 1
- Views: 833
[Rseding91] [2.0.32] Character inside orbital drop activates gate
(build 81349 expansion, mac-arm64)
If a gate is behind the trajectory of an incoming orbital drop, and the player is riding in the orbital drop, the gate will be activated.
Screenshot annotations:
- red circle - gate
- red circle - cargo landing pad
- pink line - orbital drop trajectory
If a gate is behind the trajectory of an incoming orbital drop, and the player is riding in the orbital drop, the gate will be activated.
Screenshot annotations:
- red circle - gate
- red circle - cargo landing pad
- pink line - orbital drop trajectory
- Sun Jan 19, 2025 1:37 pm
- Forum: General discussion
- Topic: Designing a promethium ship is a great high
- Replies: 15
- Views: 3970
Re: Designing a promethium ship is a great high
... edge, and went the extra 30k for the achievements, then called it done and moved on. Thinking Bannerlord, or Oxygen not included, or Baldur's gate or .. might do some Rome total war :D
Point is, I don't really feel the pull to do any promethium research at all. I do have a slight urge to get ...
Point is, I don't really feel the pull to do any promethium research at all. I do have a slight urge to get ...
- Fri Jan 17, 2025 8:51 am
- Forum: General discussion
- Topic: Designing a promethium ship is a great high
- Replies: 15
- Views: 3970
Re: Designing a promethium ship is a great high
... edge, and went the extra 30k for the achievements, then called it done and moved on. Thinking Bannerlord, or Oxygen not included, or Baldur's gate or .. might do some Rome total war :D
Point is, I don't really feel the pull to do any promethium research at all. I do have a slight urge to get ...
Point is, I don't really feel the pull to do any promethium research at all. I do have a slight urge to get ...
- Thu Jan 16, 2025 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Gleba feels unsatisfying because it doesn't go far enough
- Replies: 12
- Views: 1446
Re: Gleba feels unsatisfying because it doesn't go far enough
... to setting up rocket exports as solving the riddle here), Gleba gave me the feeling "Hey, these techs are locked behind this really frustrating gate just because." Again, to reiterate, I'm not saying Gleba doesn't lead to useful techs on the tech tree. I'm saying that Gleba, in terms of game ...
- Thu Jan 16, 2025 8:41 am
- Forum: Ideas and Suggestions
- Topic: Gleba feels unsatisfying because it doesn't go far enough
- Replies: 12
- Views: 1446
Re: Gleba feels unsatisfying because it doesn't go far enough
... If I'm going to rely heavily on rocket transport anyways, Gleba really loses almost all of its value apart from the fact that it is a technology gate. As a newcomer to Gleba , it is really not intuitive what makes Gleba valuable and why I should bother slogging through it. That is the first and ...
- Wed Jan 15, 2025 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Gleba feels unsatisfying because it doesn't go far enough
- Replies: 12
- Views: 1446
Re: Gleba feels unsatisfying because it doesn't go far enough
... If I'm going to rely heavily on rocket transport anyways, Gleba really loses almost all of its value apart from the fact that it is a technology gate. As a newcomer to Gleba , it is really not intuitive what makes Gleba valuable and why I should bother slogging through it. That is the first and ...
- Tue Jan 14, 2025 5:02 pm
- Forum: Pending
- Topic: [2.0.13] Crash connecting circuit wire to pasted gate (SignalIDBase.cpp:306: Unknown enum value: 118)
- Replies: 1
- Views: 413
Re: [2.0.13] Crash connecting circuit wire to pasted gate (SignalIDBase.cpp:306: Unknown enum value: 118)
Thanks for the report. I am unable to reproduce this crash - can you maybe make a video of it happening? I think there's a step somewhere that's getting missed.
- Wed Jan 01, 2025 9:45 pm
- Forum: Gameplay Help
- Topic: Refueling Station Question
- Replies: 6
- Views: 739
Re: Refueling Station Question
... fourth cells. [edit: and the first cell is overengineered because, since I don't have any trains with cargo wagons in front, there is no need to gate the refueling arm behind the mechanism.]
It seems from the few replies so far like most people (if they even use a refueling station) end up ...
It seems from the few replies so far like most people (if they even use a refueling station) end up ...
- Tue Dec 31, 2024 2:30 am
- Forum: Ideas and Suggestions
- Topic: [Request] Electromagnetic Plant Animation
- Replies: 0
- Views: 264
[Request] Electromagnetic Plant Animation
... else shares the same feeling, but the looped animation for the EM plant during crafting stops self-rotating after each animation cycle (also, the gate drops, and the VFX disappears). This is really noticeable and gives the impression that the plant is paused due to some bottleneck. I think the ...
- Sat Dec 28, 2024 12:45 pm
- Forum: Ideas and Suggestions
- Topic: Gates should open faster to accommodate for trains / tanks with legendary fuel
- Replies: 6
- Views: 547
Re: Gates should open faster to accommodate for trains / tanks with legendary fuel
I think this is the precise approach that seem the most unlikely to happen given the previous discussion : 111640Factoruser wrote: Sat Dec 28, 2024 12:35 pm Trains should slow down when approaching a gate, even stop if the gate is blocked, just like at a red signal.