Search found 171 matches
- Tue Jun 04, 2019 1:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.45] Strange train behavior, cargo wagon killer
- Replies: 6
- Views: 3302
Re: [kovarex] [0.17.45] Strange train behavior, cargo wagon killer
I would love to see this highlighted in a Friday Facts. Pretty funny and unexpected bug. I definitely got a solid chuckle out of it.
- Wed Dec 12, 2018 6:25 pm
- Forum: Ideas and Suggestions
- Topic: Beacon on/off via circuit network
- Replies: 25
- Views: 7178
Re: Beacon on/off via circuit network
I just wanted to add a vote to this suggestion. Ever since the change was made to make beacons consume power even when their modules were removed there is no easy way to disable beacons without disconnecting power from an entire factory block. One use case could be to only enable speed module beacon...
- Wed Jun 20, 2018 1:13 pm
- Forum: Ideas and Requests For Mods
- Topic: LF for another realistic power mod
- Replies: 3
- Views: 1155
Re: LF for another realistic power mod
I would love to see a slower response from steam engines as well. It would give you a reason to build accumulators even when you do not use solar to handle that "peak" demand while steam engines spin up. The steam turbines should have an even slower demand response. There are mods (not sur...
- Thu Jan 11, 2018 12:41 am
- Forum: Logistic Train Network
- Topic: Is there a way to limit which trains go to which depot?
- Replies: 10
- Views: 5441
Re: Is there a way to limit which trains go to which depot?
I just dug through the control.lua on Github to see if min/max length could be added to depots, but this solves my problem exactly. Could a note (or a bigger one if I missed it) be added to the Description & Information post?
- Mon Dec 18, 2017 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Belt buffer device
- Replies: 13
- Views: 4369
Re: Belt buffer device
This idea is really similar to the loaders https://www.factorio.com/blog/post/fff-128. They decided against the idea, but left the mechanics in the core game for mods to enable.
- Sun Dec 17, 2017 4:30 pm
- Forum: Not a bug
- Topic: Rail world disables achievements
- Replies: 7
- Views: 3757
Re: Rail world disables achievements
The rail world preset disabled biter expansion, so that could be seen as a significant advantage for some of the achievements.
- Sun Dec 03, 2017 1:42 pm
- Forum: Ideas and Suggestions
- Topic: An admin command to disable chunk generation
- Replies: 6
- Views: 1883
Re: An admin command to disable chunk generation
The OP mentioned hosted servers, so the limit could be very low (MBs to a few GB)Dreepa wrote:How much RAM are we talking about? Is it 32bit ram space only? Just curious.
- Tue Nov 07, 2017 6:36 pm
- Forum: Not a bug
- Topic: [15.37] Manually driven trains do not reserve blocks
- Replies: 10
- Views: 2919
Re: [15.37] Manually driven trains do not reserve blocks
The reasoning behind this decision is that the game does not know, and does not want to assume where you are planning on going, you can choose to turn at a crossing at any time, so the game could either reserve all paths you could possibly take (potentially causing any other automatic trains anywher...
- Fri Oct 20, 2017 4:48 pm
- Forum: News
- Topic: Friday Facts #213 - The little things 2
- Replies: 55
- Views: 20614
Re: Friday Facts #213 - The little things 2
I love the requester changes, and its something that been asked for for quite some time, but it might seem inconsistent to a player that does not know why performing the same action results in different values being set (E.g. if a row of assembly machines are mixed types of have different modules in...
- Tue Aug 22, 2017 3:20 pm
- Forum: Implemented Suggestions
- Topic: Clarify that Optional dependencies really are Optional
- Replies: 6
- Views: 7498
Re: Clarify that Optional dependencies really are Optional
I personally think that looks much better, and gives the end user plenty of information. With the separated areas you could also drop the leading "?" on the optional dependencies.
- Wed Jul 26, 2017 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Load Balncing Proxy for Servers
- Replies: 4
- Views: 1441
Re: Load Balncing Proxy for Servers
I haven't messed with multiplayer factorio in a while, but the game is still deterministic, meaning all actions need to happen on all servers and clients. What would this solve?
- Fri Jun 30, 2017 3:48 pm
- Forum: Pending
- Topic: Pump Animation Runs With No Train
- Replies: 4
- Views: 1821
Re: Pump Animation Runs With No Train
It may be a rounding issue since it says the pump only has 199 fluid in it.
- Thu Jun 01, 2017 1:04 am
- Forum: Not a bug
- Topic: [0.15.14-15] Beacons consume power with no modules
- Replies: 6
- Views: 1889
Re: [0.15.14-15] Beacons consume power with no modules
But the ability to remove modules from a beacon (say with inserters) to reduce power consumption IS a feature that has been lost now. An alternative could be to finally allow connecting beacons to the circuit network.
- Sun May 21, 2017 1:33 pm
- Forum: Railway Setups
- Topic: Complete modular train system
- Replies: 28
- Views: 54160
Re: Complete modular train system
Thanks again to LuziferSenpai for the designs and to DSchmidtberg for updating the blueprints to 15!
- Thu May 18, 2017 7:14 pm
- Forum: Gameplay Help
- Topic: 1 red underground costs 40 gear wheels
- Replies: 17
- Views: 5279
Re: 1 red underground costs 40 gear wheels
This is intentional. Since red and blue under ground belts now reach farther than they did before, they had to have their costs increased to remain "more expensive" than their yellow counter parts. I also don't see the need to get 40 gears into the assembler "within 0.5 seconds"...
- Thu May 18, 2017 1:34 pm
- Forum: Gameplay Help
- Topic: 1 red underground costs 40 gear wheels
- Replies: 17
- Views: 5279
Re: 1 red underground costs 40 gear wheels
This is intentional. Since red and blue under ground belts now reach farther than they did before, they had to have their costs increased to remain "more expensive" than their yellow counter parts. I also don't see the need to get 40 gears into the assembler "within 0.5 seconds".
- Fri May 12, 2017 2:38 pm
- Forum: Ideas and Suggestions
- Topic: Electric Heater
- Replies: 5
- Views: 2057
Re: Electric Heater
agree because you have the electric furnace, so why not an electric boiler as well... => which will result in an infinite loop of power? so *offshore-pumps would need to require energy, which is another point... Currently boilers are only (I believe) 50% efficient, so assuming electric ones would o...
- Wed May 10, 2017 6:44 pm
- Forum: Technical Help
- Topic: Factorio launch errors
- Replies: 5
- Views: 2551
Re: Factorio launch errors
• VictoryPoles
• JamozedsTweaks
Those mods need to be disabled, or deleted.
• JamozedsTweaks
Those mods need to be disabled, or deleted.
- Wed May 10, 2017 5:57 pm
- Forum: Technical Help
- Topic: Factorio launch errors
- Replies: 5
- Views: 2551
Re: Factorio launch errors
Clicking "disable listed mods" should get you going until the mod authors get things updated.
- Fri May 05, 2017 7:49 pm
- Forum: News
- Topic: Friday Facts #189 - Specifying the 1.0
- Replies: 169
- Views: 61642
Re: Friday Facts #189 - Specifying the 1.0
I cant wait for the arty train.