If it changes let it change.Trific wrote: Thu Apr 22, 2021 4:03 am One of the issues I see with this is that trains are not locked to that stop. They can (and frequently do) repath to another (closer) station on the way, which would likely cause user confusion.
Search found 13 matches
- Fri Apr 23, 2021 1:13 am
- Forum: Ideas and Suggestions
- Topic: Rail: Have a way to know which train is coming to selected station
- Replies: 5
- Views: 2381
Re: Rail: Have a way to know which train is coming to selected station
- Wed Apr 21, 2021 11:28 pm
- Forum: Ideas and Suggestions
- Topic: Rail: Have a way to know which train is coming to selected station
- Replies: 5
- Views: 2381
Rail: Have a way to know which train is coming to selected station
TL;DR:
Which of these 25 trains are coming to this station ? I wish I could tell...
So with the arrival of train limiters, I was able to make my whole mining system work a bit better. For Copper, I have 21 trains over 35 stops. If I see a mining outpost saying 1/1, there's no way to know which ...
Which of these 25 trains are coming to this station ? I wish I could tell...
So with the arrival of train limiters, I was able to make my whole mining system work a bit better. For Copper, I have 21 trains over 35 stops. If I see a mining outpost saying 1/1, there's no way to know which ...
- Wed Feb 28, 2018 11:19 pm
- Forum: Duplicates
- Topic: [0.16.26] Station name moves up the list when clicked
- Replies: 1
- Views: 1039
[0.16.26] Station name moves up the list when clicked
When in the locomotive schedule window, having enough stations in the path that it starts showing a scrollbar: Clicking on any station past the ones that are shown when the scrollbar are at the top moves said station to a higher spot on the list, as if the scroll bar reseted itself while draging ...
- Sun Mar 12, 2017 5:08 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1687471
Re: Development and Discussion
Could the Logistics mod require a bit less dependencies ? Some vehicle modules from Bob are in there but then Components needs Refining to work and i'm not even all in as to Bob's... But i'd love to have that specific pack
- Sat Oct 01, 2016 1:36 pm
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 13468
Re: [MOD 0.14] Personal Roboport Switch
So i just installed the mod
i hit the hotkey and i get the prompt but my personal construction bots still work...
Am i doing something wrong ?
14.12
Also it keeps telling me there is no construction zone when i'm in my main logistics network's orange area... or even green area for that matter.
i hit the hotkey and i get the prompt but my personal construction bots still work...
Am i doing something wrong ?
14.12
Also it keeps telling me there is no construction zone when i'm in my main logistics network's orange area... or even green area for that matter.
- Fri Sep 30, 2016 11:46 am
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 71822
Re: [0.12]Ideas, suggestions & discussion
I think there's a mod out there that does that, but do you intend on putting a grid on the locomotive?
- Fri Sep 23, 2016 6:16 pm
- Forum: Mods
- Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
- Replies: 17
- Views: 12609
Re: [MOD 0.14] Hacked Splitters - bring balance to the belts
The update definetly worked, the milliseconds thing went from 15-19 to around 2.
Nice work.
(and my huge-ish map gained 20 UPS just by updating.)
Nice work.
(and my huge-ish map gained 20 UPS just by updating.)
- Fri Sep 23, 2016 10:21 am
- Forum: Mods
- Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
- Replies: 17
- Views: 12609
Re: [MOD 0.14] Hacked Splitters - bring balance to the belts
I'm trying to understand the numbers in the debug console, because show_time_used_percent has "Mod-hacked-splitters" at a number between 15 and 19 and that looks weird if it's a percentage...
Very useful indeed but I find the choice of SHIFT+S as hotkey rather unfortunate. With it it's ...
Very useful indeed but I find the choice of SHIFT+S as hotkey rather unfortunate. With it it's ...
- Fri Sep 16, 2016 10:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
- Replies: 19
- Views: 10241
Re: [HanziQ] [14.7] Crash when changing rail on: "RailPathFinder::findPath"
I was laying rail using the shift-click rail planner, so i guess it almost counts as laying using blueprint...
0.003 2016-09-16 18:36:01; Factorio 0.14.7 (build 24699, win64, steam)
0.003 Operating system: Windows 8.1
0.003 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common ...
0.003 2016-09-16 18:36:01; Factorio 0.14.7 (build 24699, win64, steam)
0.003 Operating system: Windows 8.1
0.003 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common ...
- Fri Sep 16, 2016 9:10 pm
- Forum: Duplicates
- Topic: [14.7] Game crash while... placing a light?
- Replies: 1
- Views: 1236
[14.7] Game crash while... placing a light?
so i was placing some light around when a train came into the screen and the game crashed... no idea how that happened...
0.006 2016-09-16 15:51:34; Factorio 0.14.7 (build 24699, win64, steam)
0.006 Operating system: Windows 8.1
0.006 Program arguments: "C:\Program Files (x86)\Steam\steamapps ...
0.006 2016-09-16 15:51:34; Factorio 0.14.7 (build 24699, win64, steam)
0.006 Operating system: Windows 8.1
0.006 Program arguments: "C:\Program Files (x86)\Steam\steamapps ...
- Tue Mar 22, 2016 8:26 pm
- Forum: 5dim's mod
- Topic: General Discussion
- Replies: 293
- Views: 223806
Re: General Discussion
So i installed 3.0.0, not the whole thing just core, automatization, logistic and trains.
On my save that had all these except automatization, what i notice a lot
-You made a lot of categories that take a lot of place and move a lot of items around for no obvious reason
-did you change the ...
On my save that had all these except automatization, what i notice a lot
-You made a lot of categories that take a lot of place and move a lot of items around for no obvious reason
-did you change the ...
- Fri Mar 18, 2016 4:37 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 169643
Re: Bugs and problems
Just to add to the electric rail problem: For some reason the big electric poles sometime do make the connection visual, but the network doesn't carry power.
- Tue Mar 15, 2016 7:12 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 169643
Re: Bugs and problems
Same here, update my packs to check, the wires only connect to passing trainredmoon wrote:game version 12.26
only 5dimpack 2.2.0
elecric railway is not connected to electric pole.