... https://forums.factorio.com/128552)
Fixed that building while in the trains GUI when entered from remote view would build physical items. (https ... color is upgraded.
Fixed agricultural tower having insufficient electric buffer size when crane_energy_usage was larger than energy_usage ...
Search found 1676 matches: +electric +trains
Searched query: +electric +trains
- Mon May 12, 2025 10:38 am
- Forum: Releases
- Topic: Version 2.0.48
- Replies: 8
- Views: 3991
- Wed Apr 30, 2025 4:16 pm
- Forum: Gameplay Help
- Topic: help on Combinators
- Replies: 8
- Views: 467
Re: help on Combinators
... will be way more efficient, but i wanted some diversity aswell, it also trains me to use combinators,
also, after some thinking i though that such a system would be better than a logistic network on Aquilo due to the x5 electric usage of logistic robot, that's just a personal though tho so correct me ...
also, after some thinking i though that such a system would be better than a logistic network on Aquilo due to the x5 electric usage of logistic robot, that's just a personal though tho so correct me ...
- Fri Apr 04, 2025 12:46 pm
- Forum: General discussion
- Topic: Feedback on Space Age's overall design
- Replies: 56
- Views: 9121
Re: Feedback on Space Age's overall design
... thousands of steel furnaces even well after they have the tech for electric, because they overbuilt it mid game, and its tedious to retrofit, while ... is made redundant through infinite tech. They are essentially glorified trains that you need to spend too much time building, and the hardest one to ...
- 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: 498
Re: [2.0.42] Crash on desync
... 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 1.2.5 (settings.lua)
1.304 Loading mod settings long_stack_inserter 1.0.1 (settings.lua)
1.304 Loading mod settings mecha-start 1.1.0 (settings.lua)
1 ...
1.303 Loading mod settings electric-trains 0.4.0 (settings.lua)
1.304 Loading mod settings ion-thruster 1.2.5 (settings.lua)
1.304 Loading mod settings long_stack_inserter 1.0.1 (settings.lua)
1.304 Loading mod settings mecha-start 1.1.0 (settings.lua)
1 ...
- Wed Mar 19, 2025 5:50 pm
- Forum: General discussion
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 1459
Re: Arc furnace VS blast furnace
In earlier 1.1 playthroughs, I tried to go to electric furnaces very soon, but I always struggled with power supply. So I just kept steel furnaces until ... steel furnaces with a few foundries, and realized I need just half the trains now. No new mines to explore for a while, so there's enough time to ...
- Wed Mar 19, 2025 4:59 pm
- Forum: General discussion
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 1459
Re: Arc furnace VS blast furnace
... so it doubles the output. That's direct scaling.
The advantage of the electric furnace is more scaling. Not as direct as in the lesser furnaces. It's ... power. And the foundry needs much less input due to its productivity, so you need half the mines, half the trains, for the same production output.
The advantage of the electric furnace is more scaling. Not as direct as in the lesser furnaces. It's ... power. And the foundry needs much less input due to its productivity, so you need half the mines, half the trains, for the same production output.
- Wed Mar 19, 2025 4:01 am
- Forum: Ideas and Suggestions
- Topic: Cliff explosives
- Replies: 87
- Views: 10771
Re: Cliff explosives
... it'd need to have at least a thin atmosphere, since there's no electric trains
There's these mods for electric trains:
https://mods.factorio.com/mod/ElectricTrain2
https://mods.factorio.com/mod/ElectricTrainFix
https://mods.factorio.com/mod/BatteryElectricTrain
Also, copying what I recently ...
There's these mods for electric trains:
https://mods.factorio.com/mod/ElectricTrain2
https://mods.factorio.com/mod/ElectricTrainFix
https://mods.factorio.com/mod/BatteryElectricTrain
Also, copying what I recently ...
- Thu Feb 20, 2025 9:22 am
- Forum: Show your Creations
- Topic: Cargo Landing Pad: Throughput-optimal 3.600 items/s without bots
- Replies: 1
- Views: 1772
Cargo Landing Pad: Throughput-optimal 3.600 items/s without bots
... arbitrary items as quickly as possible from the cargo landing pad onto trains. With a proper setup for the train network, I could request whatever I ... They require too much space, so instead eight uncommon medium electric poles are used, to reach the middle primary inserters on each side. All ...
- Wed Jan 29, 2025 7:15 pm
- Forum: Gameplay Help
- Topic: Debuggering the mystery of flamethrower damage.
- Replies: 0
- Views: 347
Debuggering the mystery of flamethrower damage.
... bit of a mystery to me, in particular the "breakpoints" where Tanks and Trains take dramatically more damage.
The raws (namely fire.lua) give a lot of ... is used so Tesla turrets get the bonus for tesla ammo despite the electric damage upgrade not applying directly to Tesla turrets). I think once ...
The raws (namely fire.lua) give a lot of ... is used so Tesla turrets get the bonus for tesla ammo despite the electric damage upgrade not applying directly to Tesla turrets). I think once ...
- Thu Jan 23, 2025 6:34 pm
- Forum: Ideas and Suggestions
- Topic: Aquilo: add an upgraded roboport that won't freeze
- Replies: 7
- Views: 749
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 ... until the whole thing got built.
I recently found out that rails and trains don't freeze on Aquilo , so they don't need heating. Electric poles also ...
Back on Vulcanus when I ... until the whole thing got built.
I recently found out that rails and trains don't freeze on Aquilo , so they don't need heating. Electric poles also ...
- 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: 748
Rail and train "immunity" needs to be explained to the player
... doesn't explain that rails (and related entities like signals), and trains, are immune from lightning strikes. Back when I first set up Fulgora I ... 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: 485
- Views: 289965
Re: 3 and 4 way intersections
... what I'm doing, but I made a 4-lane 4-way RHT intersection. I run 2-8 trains which locks up a lot of elevated 4-lanes I've seen, and my city block ... thinner footprint. Added some (atrociously spaced) roboports and electric poles. Put slightly more care into signals, cutting back by like 10 ...
- Fri Jan 10, 2025 11:37 am
- Forum: Modding interface requests
- Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
- Replies: 8
- Views: 915
Re: Allow setting friction_modifier on rolling stock on control stage, not just cars.
... is only possible per force)
that friction approach would make your trains slow down as if they were braking all the time, which is not how loaded ... of other mod compatibility (for example if a mod adds wagon shields or electric locomotives, so wagons are probably the safer approach) and maybe the ...
that friction approach would make your trains slow down as if they were braking all the time, which is not how loaded ... of other mod compatibility (for example if a mod adds wagon shields or electric locomotives, so wagons are probably the safer approach) and maybe the ...
- Fri Jan 10, 2025 12:55 am
- Forum: Modding interface requests
- Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
- Replies: 8
- Views: 915
Re: Allow setting friction_modifier on rolling stock on control stage, not just cars.
... is only possible per force)
that friction approach would make your trains slow down as if they were braking all the time, which is not how loaded ... of other mod compatibility (for example if a mod adds wagon shields or electric locomotives, so wagons are probably the safer approach) and maybe the ...
that friction approach would make your trains slow down as if they were braking all the time, which is not how loaded ... of other mod compatibility (for example if a mod adds wagon shields or electric locomotives, so wagons are probably the safer approach) and maybe the ...
- Mon Jan 06, 2025 11:04 am
- Forum: Releases
- Topic: Version 2.0.29
- Replies: 9
- Views: 11163
Version 2.0.29
... with heating_radius of 0.
Fixed that deleting a surface with global electric network would leak an electric network. (https://forums.factorio.com ... to merging forces and gui. (https://forums.factorio.com/125317)
Fixed trains could switch to manual when due to interrupts the schedule became empty ...
Fixed that deleting a surface with global electric network would leak an electric network. (https://forums.factorio.com ... to merging forces and gui. (https://forums.factorio.com/125317)
Fixed trains could switch to manual when due to interrupts the schedule became empty ...
- 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: 2735
Re: Electric poles should be lightning proof on Fulgora just like rail components
... 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 to miss. I've never noticed it ...
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 to miss. I've never noticed it ...
- 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: 2735
Re: Electric poles should be lightning proof on Fulgora just like rail components
... 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 to miss. I've never noticed it ...
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 to miss. I've never noticed it ...
- Wed Jan 01, 2025 3:57 pm
- Forum: Balancing
- Topic: Electric poles should be lightning proof on Fulgora just like rail components
- Replies: 17
- Views: 2735
Re: Electric poles should be lightning proof on Fulgora just like rail components
... rail network that is a hassle to expand because of the connected electric network.
I can understand and I suppose accept the argument if the dev ... to getting foundation however, the only option to transport stuff is trains. But without foundation you might not be able to put lighting rods down ...
I can understand and I suppose accept the argument if the dev ... to getting foundation however, the only option to transport stuff is trains. But without foundation you might not be able to put lighting rods down ...
- Tue Dec 31, 2024 12:23 am
- Forum: Energy Production
- Topic: Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
- Replies: 8
- Views: 2087
Nauvis Solar tile w/Roboports - useful coverage: 98.6141%/3.3GW and 98.56%/300MW
... w/o grid lock: 900x100, only +/- 1 tile horizontally
- self contained electric and logistic coverage
- normal quality for now
Not relevant for me:
- walk / drive through
- trains: just avoid the substations
- radar coverage - Roboports now have 2 tiles of radar range
- rare etc quality items ...
- self contained electric and logistic coverage
- normal quality for now
Not relevant for me:
- walk / drive through
- trains: just avoid the substations
- radar coverage - Roboports now have 2 tiles of radar range
- rare etc quality items ...
- Sat Dec 28, 2024 7:01 pm
- Forum: General discussion
- Topic: Rushing space
- Replies: 0
- Views: 728
Rushing space
... or had the time to go back and swap out the thousands of assemblers, electric furnaces, etc.
With only assembler 2s and a few hand-made electric ... quite a while searching for a good island since I didn't even have trains! Red underground belts weren't enough to connect between islands. After ...
With only assembler 2s and a few hand-made electric ... quite a while searching for a good island since I didn't even have trains! Red underground belts weren't enough to connect between islands. After ...