Search found 1352 matches
- Mon Dec 22, 2014 4:54 pm
- Forum: Modding discussion
- Topic: Colored machines, pls less of them
- Replies: 18
- Views: 13999
Re: Colored machines, stop it! >:(
First off you have the fact that creating a good looking machine that not only matches the scale and look of factorio is quite a bit of work and can take a good chunk of time, but the modders you mentioned are just single people. One has only so much time to put into modding and if 3d design is not...
- Mon Dec 22, 2014 4:40 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 354889
Re: Request for interface
Could you add an interface for other mods to get the stored liquid when the train is stopped? I managed to get the following to work: (added at the end of control.lua) remote.addinterface("railtanker", { getLiquidByWagon = function(wagon) local tanker = getTankerFromEntity(glob.tankers, wa...
- Mon Dec 22, 2014 10:40 am
- Forum: Modding help
- Topic: Something like getTrainStops() or event.onattack
- Replies: 3
- Views: 2033
Something like getTrainStops() or event.onattack
Like the title says, is there some function to get all the names of existing train stops and/or an event that get's fired when you are under attack? I looked at most of the release notes, but didn't notice anything. It's probably all there in the core game, as you get the icon when under attack and ...
- Sun Dec 21, 2014 12:39 pm
- Forum: Mods
- Topic: SmartTrains 0.2.0 [0.11.5+]
- Replies: 69
- Views: 48595
SmartTrains 0.2.0 [0.11.5+]
Current features: Trainlines: Saving of train schedules as a line, assign trains to lines. Trains update their schedule at a station when it's line changed Dynamic lines: You can set conditions for stations on a trainline. If the cargo in the train does not match the condition it will skip the stati...
- Fri Dec 19, 2014 4:36 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 83458
Re: [MOD 0.10.2] Automatic Rail Laying Machine
I tried it with 0.11.6 It loads properly, I could produce the special engine, attached a wagon to it, put some straight and curved tracks in the wagon, then tried driving it, but it did not lay down any track. Am I supposed to do something else? You mentioned the automatic signal placement, is that...
- Thu Dec 18, 2014 11:44 am
- Forum: Ideas and Suggestions
- Topic: Better train logic (smarter alternative route finding)
- Replies: 30
- Views: 14987
Re: Better train logic (smarter alternative route finding)
@hitzu: You need to read mentioned threads. The reason is because of https://forums.factorio.com/wiki/index.php?title=Railway_network/The_renaming-of-train-stop-trick If you name two trainstops with the same name, the train will normally find only one way to this train stop. This is because it sear...
- Wed Dec 17, 2014 8:59 am
- Forum: Ideas and Suggestions
- Topic: Better train logic (smarter alternative route finding)
- Replies: 30
- Views: 14987
Re: Better train logic (smarter alternative route finding)
Okay, so we just built a pretty big train system. We mostly built two parallel rails which are one-way in each direction (so trains can drive in a circle, practically). Crossings and branches are mostly done with a roundabout - simple one-way one-rail circle which leads in every needed direction. I...
- Mon Dec 15, 2014 8:01 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 83458
Re: [MOD 0.10.2] Automatic Rail Laying Machine
I have a somewhat hackish version going: https://github.com/Choumiko/rail-layer/archive/0.1.1.zip It does not check if rails can be placed, will build over water and other entities, use at own risk! Works in singleplayer, haven't tried in multiplayer Changes: Loading bug fixed adjustable positioning...
- Thu Dec 11, 2014 9:42 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 83458
Re: [MOD 0.10.2] Automatic Rail Laying Machine
Would anyone mind telling me what's broken (if anything) about this mod in 0.11 and MP? If there's anything broken I want to fix it so I can use it in my game :) I don't know about MP. I've been messing around with the mod in SP today, adding automated placing of signals and some other stuff. I sta...
- Thu Dec 11, 2014 9:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.6] game.canplaceentity broken for rails
- Replies: 5
- Views: 2635
[0.11.6] game.canplaceentity broken for rails
Apparently 0.11.6 broke game.canplaceentity for rails.
Picture is worth a thousand words i placed a rail, got the coordinates, removed it and called the function with these numbers. Same error for curved rails. No mods installed, freh map.
Picture is worth a thousand words i placed a rail, got the coordinates, removed it and called the function with these numbers. Same error for curved rails. No mods installed, freh map.
- Thu Dec 11, 2014 4:46 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 83458
Re: [MOD 0.10.2] Automatic Rail Laying Machine
i found this thread: https://forums.factorio.com/forum/viewtopic.php?f=28&t=5911 Might be a show stopper for the mod in multiplayer. The event game.onputitem looks like a promising candidate to circumvent the problems, would require a special item to be held and clicked while driving the rail la...
- Tue Dec 09, 2014 9:36 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The Compound (Tiny, Efficient, Modular)
- Replies: 11
- Views: 13953
Re: The Compound (Tiny, Efficient, Modular)
I've watched a lot of people setup their smelting operations with large amounts of smelters but as soon as there is any backup, their effectiveness drops down significantly. Those dedicated furnaces never turn off. they don't even have to wait for plates to pass by on the belt to output because the...
- Tue Dec 09, 2014 8:40 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The Compound (Tiny, Efficient, Modular)
- Replies: 11
- Views: 13953
Re: The Compound (Tiny, Efficient, Modular)
That looks really neat!
Is there any external powerproduction? What modules are using, furnace count and all seems so low, how would it work if you striped all the stored stuff? Questions over questions, loving it!
Is there any external powerproduction? What modules are using, furnace count and all seems so low, how would it work if you striped all the stored stuff? Questions over questions, loving it!
- Sat Dec 06, 2014 2:08 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 83458
Re: [MOD 0.10.2] Automatic Rail Laying Machine
Someone with modding knowledge should fix this mod properly. I ended up with a similar solution as the poster above, but decided not to post it here, because I don't understand what that code did, and what implications could arise from commenting it out. I completely agree with that. Anyways, i thi...
- Sat Dec 06, 2014 10:03 am
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 83458
Re: [MOD 0.10.2] Automatic Rail Laying Machine
I managed to get rid of the errors. Just replace lines 44 to 50 with this: local function check_tech() if (game.players[1].force.technologies["automated-rail-transportation"].researched) then game.players[1].force.technologies["automated-rail-transportation"].researched = false g...
- Sun Nov 23, 2014 1:04 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 354889
[MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Choumiko's RailTanker releases , this is where you will find updated versions of RailTanker. I'll try to link them in the first post as they are posted This mod will most likely die with the release of 0.15, since it's becoming vanilla. I suggest that you unload your railtankers before updating to ...
- Fri Oct 31, 2014 9:57 pm
- Forum: Duplicates
- Topic: Train Movement
- Replies: 3
- Views: 4238
Train Movement
Bug: Driving a 5 engine train over a dead-end crashes the game. I wanted to try the new gates, started a game in sandbox-mode, build a 100 tiles long straight railline, set up a train with 5 locomotives and went full power until the end. Result is i get a popup saying "Ok, so we didn't do the t...
- Mon Jun 23, 2014 11:01 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 285792
[MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
Type: Mod Name: The Fat Controller Description: The Fat Controller adds a gui to track trains License: MIT Download-Url: v2.0.7 Website: Github Repo How to use Long description Here is a small mod I wrote so I could keep an eye on my trains. The Fat Controller allows you to track trains, see their n...
- Sat May 17, 2014 10:29 am
- Forum: Show your Creations
- Topic: Solar panel factory
- Replies: 14
- Views: 23504
Re: Solar panel factory
I want to know why you have such an expansive factory solely for solar panels etc. when you could just use logistics to keep it extremely minimal? Because it's fun to build, that's the whole point why i build it. There's no real use for this factory, because no one needs about 90 solar panels per m...
- Fri May 16, 2014 7:34 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech Tree
- Replies: 45
- Views: 55415
Re: Tech Tree
BTW, some offtopic (maybe I don't need to open a new thread if someone knows): I saw someone posting kind of a "cheat sheet" in some thread to help with planning assembly lines. It shows what you need for a certain number of items, say, how many copper wires for three advanced circuit boa...