I want five names with sequential starting letters, preferably not starting at A or ending at Z to allow for expansion later.
Common
D
Enhanced
Fine
Great
Normal
Optimized
Pristine
Q
Refined
etc
Search found 1327 matches
- Tue Feb 27, 2024 6:08 pm
- Forum: General discussion
- Topic: Quality level names poll
- Replies: 70
- Views: 7017
- Tue Feb 27, 2024 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Train scheduling 2.0
- Replies: 6
- Views: 406
Re: Train scheduling 2.0
FYI you can overlap train stations already. I do this in some of my tiny rail grid factories. Put 3 stops on the same rail right next to each other. Name them "Iron Dropoff" "Stone Dropoff" etc. Then line the track with inserters to unload all the possible wagon locations. Balanc...
- Mon Feb 05, 2024 2:27 am
- Forum: Questions, reviews and ratings
- Topic: Train Mods Roundup
- Replies: 5
- Views: 8679
Re: Train Mods Roundup
I'm making a Fast Trains mod. will you are it here when I am done with it and it has been uploaded to the mod portal? Probably not. This list covers mostly mods that provide new UI and gameplay mechanics. There are far too many mods that just modify/add train entities to ever cover with a writeup l...
- Fri Jan 19, 2024 7:10 am
- Forum: Ideas and Suggestions
- Topic: Make inserter speeds simpler (for 2.0?)
- Replies: 3
- Views: 355
- Tue Jan 16, 2024 4:23 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 227
- Views: 45228
Re: Friday Facts #393 - Putting things on top of other things
My kingdom for a way to detect when a belt is stopped!Unknow0059 wrote: ↑Tue Jan 16, 2024 2:39 pmThis is cool, but someone bothered to add colors to items in belts so their movement is easier to see, but no one stopped the belts from animating for stopped belts?
- Fri Dec 29, 2023 5:33 pm
- Forum: Gameplay Help
- Topic: Is a train junction parallel multiplexer possible?
- Replies: 7
- Views: 727
Re: Is a train junction parallel multiplexer possible?
It's easy to avoid collisions, by having chain signals prior to the junction, and rail signals after the junction. That "locks" the junction itself, for one train at a time. The question is: is it possible to build a MUX junction, that multiple trains can use simultaneously (assuming they...
- Tue Dec 26, 2023 2:20 am
- Forum: Documentation Improvement Requests
- Topic: Add scenarios to factorio-data git repo
- Replies: 0
- Views: 218
Add scenarios to factorio-data git repo
I found myself asking when the pvp scenario was added and when certain parts of it were changed, then discovered that https://github.com/wube/factorio-data/tree/master/base only has migrations and prototypes. It would be nice if scenarios were tracked there as well. campaigns and tutorials would be ...
- Sat Dec 09, 2023 9:49 pm
- Forum: Resolved Requests
- Topic: Specify meaning of alternative numbered key "tuple"s for struct types
- Replies: 4
- Views: 649
Re: Specify meaning of alternative numbered key "tuple"s for struct types
I understand the order answer for the second example, but not for the first. Do you mean that a tuple that takes one string and one number will always be the first string and first number in the sorted fields?
- Sat Dec 09, 2023 9:48 pm
- Forum: Documentation Improvement Requests
- Topic: Indicate unique fields or combinations of fields
- Replies: 0
- Views: 189
Indicate unique fields or combinations of fields
I think that prototype type and prototype name form a unique key. If so, it would be helpful to have that called out in the API docs, ditto for other similar unique single fields or combinations of types/fields.
- Wed Nov 15, 2023 3:29 am
- Forum: Resolved Requests
- Topic: Specify meaning of alternative numbered key "tuple"s for struct types
- Replies: 4
- Views: 649
Specify meaning of alternative numbered key "tuple"s for struct types
ItemProductPrototype :: struct or {ItemID, uint16} https://lua-api.factorio.com/latest/types/ItemProductPrototype.html When using the `{ItemID, uint16}` version, what does the second value represent? In this case I think it's `amount`, but that's not specified anywhere in the docs. SpawnPoint :: st...
- Sat Nov 11, 2023 2:02 am
- Forum: Won't implement
- Topic: LuaCircuitNetwork.update() and LuaControlBehavior.update() to manually trigger the normal per-tick updates
- Replies: 1
- Views: 358
LuaCircuitNetwork.update() and LuaControlBehavior.update() to manually trigger the normal per-tick updates
I would like to implement the behavior described in https://forums.factorio.com/viewtopic.php?f=6&t=109643 as a mod. To do so, I need to be able to trigger updates of control behaviors and circuit networks. A method to update all circuit networks would work, but be wasteful compared to one to up...
- Sat Nov 11, 2023 2:00 am
- Forum: Outdated/Not implemented
- Topic: Quality combinators calculate multiple times per tick
- Replies: 2
- Views: 435
Quality combinators calculate multiple times per tick
TL;DR Instead of one operation per tick, quality combinators could run faster. What ? Currently every combinator runs one operation per tick. My idea is for combinators with higher than normal quality to run multiple iterations of their assigned operation. Adding a single such combinator would have...
- Thu Nov 09, 2023 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Allow rail signals closer together
- Replies: 41
- Views: 8930
Re: Allow rail signals closer together
Placing two signals adjacent that DON'T produce distinct rail block break locations would be a different use case. Perhaps that would still be illegal. Perhaps it would produce a zero-length block. Perhaps it would be handled as a new case. This is the case that's more relevant to tiling blueprint c...
- Thu Nov 09, 2023 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Allow rail signals closer together
- Replies: 41
- Views: 8930
Re: Allow rail signals closer together
The signals on the middle and bottom rail produce the same breaks, but aren't allowed to be placed on the same rail.
- Thu Nov 09, 2023 2:05 pm
- Forum: Ideas and Suggestions
- Topic: Allow rail signals closer together
- Replies: 41
- Views: 8930
Re: Allow rail signals closer together
Double-necro. With all the rail changes coming in 2.0, including new curves with new signal placement positions including some funky ones, maybe there's a chance...
- Thu Nov 09, 2023 1:58 pm
- Forum: Implemented in 2.0
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 13603
Re: improve train block overlay: add directions
Implemented in 2.0?
- Thu Nov 09, 2023 1:54 pm
- Forum: Ideas and Suggestions
- Topic: Keyboard GUI navigation
- Replies: 0
- Views: 190
Keyboard GUI navigation
TL;DR Use arrow keys, tab, and enter to navigate the GUI, especially menus. What ? I would like to be able to select and activate menu buttons (new game, options, etc) with the keyboard (arrows, enter). For more complex GUIs, I'd like to be able to cycle through the interactive (clickable?) element...
- Mon Nov 06, 2023 1:38 pm
- Forum: Questions, reviews and ratings
- Topic: Remove decorations is not working as I want.
- Replies: 9
- Views: 985
Re: Remove decorations is not working as I want.
It's hard to tell from all the screenshots what exactly you're referring to. Can you highlight one of the problematic things?
- Fri Nov 03, 2023 6:50 pm
- Forum: Modding help
- Topic: Allow beacons-like machine to give an effect without any modules in it to surrounding machines
- Replies: 6
- Views: 649
Re: Allow beacons-like machine to give an effect without any modules in it to surrounding machines
You would need to register event handlers for when the visible entity gets built, and create the invisible entity. And when the visible entity is destroyed/mined, remove the invisible entity. Configuring the invisible entity could happen when they player opens the GUI for the visible entity, just cr...
- Fri Nov 03, 2023 3:43 am
- Forum: Modding help
- Topic: Allow beacons-like machine to give an effect without any modules in it to surrounding machines
- Replies: 6
- Views: 649
Re: Allow beacons-like machine to give an effect without any modules in it to surrounding machines
I'm not sure about negative effects, but a common way to achieve the other sort of behavior you're describing is to have a visible dummy entity, and then an invisible entity that does the real work, which would be a beacon with a module in it, all handled transparently by the mod so the player only ...