Search found 171 matches

by Rockstar04
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: 3947

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.
by Rockstar04
Wed Dec 12, 2018 6:25 pm
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 25
Views: 9087

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...
by Rockstar04
Wed Jun 20, 2018 1:13 pm
Forum: Ideas and Requests For Mods
Topic: LF for another realistic power mod
Replies: 3
Views: 1474

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...
by Rockstar04
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: 6402

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?
by Rockstar04
Mon Dec 18, 2017 2:28 pm
Forum: Ideas and Suggestions
Topic: Belt buffer device
Replies: 13
Views: 5162

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.
by Rockstar04
Sun Dec 17, 2017 4:30 pm
Forum: Not a bug
Topic: Rail world disables achievements
Replies: 7
Views: 4578

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.
by Rockstar04
Sun Dec 03, 2017 1:42 pm
Forum: Ideas and Suggestions
Topic: An admin command to disable chunk generation
Replies: 6
Views: 2391

Re: An admin command to disable chunk generation

Dreepa wrote:How much RAM are we talking about? Is it 32bit ram space only? Just curious.
The OP mentioned hosted servers, so the limit could be very low (MBs to a few GB)
by Rockstar04
Tue Nov 07, 2017 6:36 pm
Forum: Not a bug
Topic: [15.37] Manually driven trains do not reserve blocks
Replies: 10
Views: 3510

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...
by Rockstar04
Fri Oct 20, 2017 4:48 pm
Forum: News
Topic: Friday Facts #213 - The little things 2
Replies: 55
Views: 24119

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...
by Rockstar04
Tue Aug 22, 2017 3:20 pm
Forum: Implemented Suggestions
Topic: Clarify that Optional dependencies really are Optional
Replies: 6
Views: 8109

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.
by Rockstar04
Wed Jul 26, 2017 5:21 pm
Forum: Ideas and Suggestions
Topic: Load Balncing Proxy for Servers
Replies: 4
Views: 1868

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?
by Rockstar04
Fri Jun 30, 2017 3:48 pm
Forum: Pending
Topic: Pump Animation Runs With No Train
Replies: 4
Views: 2214

Re: Pump Animation Runs With No Train

It may be a rounding issue since it says the pump only has 199 fluid in it.
by Rockstar04
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: 2482

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.
by Rockstar04
Sun May 21, 2017 1:33 pm
Forum: Railway Setups
Topic: Complete modular train system
Replies: 28
Views: 57050

Re: Complete modular train system

Thanks again to LuziferSenpai for the designs and to DSchmidtberg for updating the blueprints to 15!
by Rockstar04
Thu May 18, 2017 7:14 pm
Forum: Gameplay Help
Topic: 1 red underground costs 40 gear wheels
Replies: 17
Views: 6296

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"...
by Rockstar04
Thu May 18, 2017 1:34 pm
Forum: Gameplay Help
Topic: 1 red underground costs 40 gear wheels
Replies: 17
Views: 6296

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".
by Rockstar04
Fri May 12, 2017 2:38 pm
Forum: Ideas and Suggestions
Topic: Electric Heater
Replies: 5
Views: 2655

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...
by Rockstar04
Wed May 10, 2017 6:44 pm
Forum: Technical Help
Topic: Factorio launch errors
Replies: 5
Views: 3097

Re: Factorio launch errors

• VictoryPoles
• JamozedsTweaks


Those mods need to be disabled, or deleted.
by Rockstar04
Wed May 10, 2017 5:57 pm
Forum: Technical Help
Topic: Factorio launch errors
Replies: 5
Views: 3097

Re: Factorio launch errors

Clicking "disable listed mods" should get you going until the mod authors get things updated.
by Rockstar04
Fri May 05, 2017 7:49 pm
Forum: News
Topic: Friday Facts #189 - Specifying the 1.0
Replies: 169
Views: 72881

Re: Friday Facts #189 - Specifying the 1.0

I cant wait for the arty train.

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