Search found 17 matches
- Mon May 22, 2017 11:51 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech (production) tree / Factory plan
- Replies: 14
- Views: 52621
Re: Tech (production) tree / Factory plan
Updated for Factorio 0.15
- Wed Nov 02, 2016 12:36 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech (production) tree / Factory plan
- Replies: 14
- Views: 52621
Re: Tech (production) tree / Factory plan
Updated for Factorio 0.13.20.
Added distinctly coloured edges for Copper, Iron and Steel plate.
Added distinctly coloured edges for Copper, Iron and Steel plate.
- Sat Jan 16, 2016 2:05 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech (production) tree / Factory plan
- Replies: 14
- Views: 52621
Re: Tech (production) tree / Factory plan
Added crafting times to output (clock icon).
- Sat Jan 09, 2016 4:20 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech (production) tree / Factory plan
- Replies: 14
- Views: 52621
Re: Tech (production) tree / Factory plan
Updated for 0.12.21.
- Fri Aug 29, 2014 2:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.9] Throwables missing green circle while driving car
- Replies: 3
- Views: 3362
[0.10.9] Throwables missing green circle while driving car
How to reproduce:
Hold a throwable (Poison Capsule in this case) on your mouse pointer. Observe a green circle denoting the distance it can be thrown. Enter car. Green circle disappears. Also happens when already in the car and grabbing the Poison Capsule. This did work in 0.10.8.
Hold a throwable (Poison Capsule in this case) on your mouse pointer. Observe a green circle denoting the distance it can be thrown. Enter car. Green circle disappears. Also happens when already in the car and grabbing the Poison Capsule. This did work in 0.10.8.
- Tue Aug 26, 2014 7:58 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech (production) tree / Factory plan
- Replies: 14
- Views: 52621
Re: Tech (production) tree / Factory plan
Updated for 10.0.0 and published source code (see top post).
- Fri Apr 25, 2014 4:42 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech (production) tree / Factory plan
- Replies: 14
- Views: 52621
Re: Tech tree / Factory plan
Something like this?Ezhar wrote:Probably, if all the data is in there somewhere. Might be a bit before I have more hacking time, I also want to playkovarex wrote:Do you think you could try the same with tech tree? (I mean technology dependency tree instead of the production tree)
- Fri Apr 18, 2014 5:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Pausing scheduled trains doesn't clear yellow signal
- Replies: 8
- Views: 2944
Re: [0.9.8] Why is this signal yellow?
I've figured it out. It seems the real bug here is that when a scheduled train has its schedule paused, any reservations it has made to signals ahead aren't freed (and manually driven trains don't make reservations). So the signal is yellow because a train had previously reserved it, but then been p...
- Wed Apr 16, 2014 11:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Pausing scheduled trains doesn't clear yellow signal
- Replies: 8
- Views: 2944
Re: [0.9.8] Why is this signal yellow?
Yes, yellow is a look-behind block reservation. There is no train heading towards that signal, so it shouldn't make reservations.
- Wed Apr 16, 2014 10:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Pausing scheduled trains doesn't clear yellow signal
- Replies: 8
- Views: 2944
[0.9.8] Pausing scheduled trains doesn't clear yellow signal
Screenshot How to reproduce: Build track as pictured, set train to drive to both stations (stop 0 seconds at both if that matters), then pause train at left station and manually drive down the dead-end track until past the signal there. I'd expect that signal to show green. Bug? Feature? Edit: See ...
- Tue Apr 15, 2014 11:30 pm
- Forum: Ideas and Suggestions
- Topic: Load balancing of multi-platform train stations
- Replies: 6
- Views: 4423
Re: Load balancing of multi-platform train stations
Place a station just before where your track splits into the unloading platforms. Schedule your trains to stop at that station before the unloading station(s). Set the stop time to zero.
- Tue Apr 15, 2014 9:53 pm
- Forum: Implemented Suggestions
- Topic: Doors and Gates
- Replies: 19
- Views: 10137
Re: gate
i wouldn't minds stone floor slabs, instead of making an entity it could change the terrain to a concrete style. then my factories could really look like factories(also it could give a production bonus if built upon for those who need a reason to build things) Some floor enhancement would be nice, ...
- Tue Apr 15, 2014 9:48 pm
- Forum: Implemented Suggestions
- Topic: Doors and Gates
- Replies: 19
- Views: 10137
Re: gate
I too want gates. I immediately remembered the neat gates from an old Command & Conquer game that were essentially barriers that automatically dropped into the ground when sensing an approaching vehicle. I found a screenshot of this (top right the barrier dropped to let a vehicle pass, bottom it...
- Sat Apr 12, 2014 3:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Auto-updater fails on changelog.txt.
- Replies: 7
- Views: 3076
Re: [0.9.8] Auto-updater fails on changelog.txt.
Got the same. Am downloading the full installer now, which for some reason is very slow (throttled to around 100 KB/sec).
- Thu Apr 03, 2014 7:46 am
- Forum: General discussion
- Topic: gui screen size
- Replies: 5
- Views: 2778
Re: gui screen size
I actually have the opposite problem, where the UI is too small on my screen. But the solution is the same: UI scaling. Which I'd love to see.
- Tue Apr 01, 2014 11:35 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech (production) tree / Factory plan
- Replies: 14
- Views: 52621
Re: Tech tree / Factory plan
Probably, if all the data is in there somewhere. Might be a bit before I have more hacking time, I also want to playkovarex wrote:Do you think you could try the same with tech tree? (I mean technology dependency tree instead of the production tree)
- Tue Apr 01, 2014 10:55 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Tech (production) tree / Factory plan
- Replies: 14
- Views: 52621
Tech (production) tree / Factory plan
Tech, and more importantly, production tree for Factorio. This is generated from the LUA recipes found in the data folder using Graphviz and a LUA script I hacked up. One version is the full tree with all recipes, the other is filtered to exclude stuff you will probably not want (like burner inserte...