Search found 74 matches
- Thu Oct 20, 2016 11:02 am
- Forum: Gameplay Help
- Topic: Train waiting bays unused
- Replies: 18
- Views: 10993
Re: Train waiting bays unused
Trains don't look at distance, they look at signals. That is a very helpful info that makes a lot of sense, that explains why most of time my trains would always chose the far left waiting bay: it's the one with the fewest number of signals. Therefore you ONLY want one signal before the waiting bay...
- Wed Oct 19, 2016 8:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
- Replies: 22
- Views: 13745
[Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
A train passed through a chain signal and suddenly stopped some chain signals later. It shouldn't have entered this section if the path wasn't free. train stops.gif Additionally, the train doesn't reroute even though it has alternative available paths. If I switch the automatic mode off/on, it chang...
- Wed Oct 19, 2016 5:54 pm
- Forum: Gameplay Help
- Topic: Train waiting bays unused
- Replies: 18
- Views: 10993
Re: Train waiting bays unused
The solution is to link your signals with green wire and make a "faux chain signal". Have all the signals into the loading bays output their status, then have the "faux chain signal" (where your current chain signal is) read those signals and go red if ([Green] = 0). This way th...
- Tue Oct 18, 2016 12:00 pm
- Forum: Gameplay Help
- Topic: Train waiting bays unused
- Replies: 18
- Views: 10993
Re: Train waiting bays unused
I've laid my chain signals this way so that blocks are smaller. By doing so, if a train (train 1) is entering a waiting bay on the far left, it doesn't stuck another entering train (train 2): instead of waiting until train 1 has come to a full stop at its waiting bay, train 1 can start moving toward...
- Tue Oct 18, 2016 11:31 am
- Forum: Gameplay Help
- Topic: Train waiting bays unused
- Replies: 18
- Views: 10993
Re: Train waiting bays unused
Thanks for your answer. I will test your solution and let you know how it went, however I'm still confused on the path recalculating thing. The train should (re)calculate its path when I switch the automatic mode off/on, shouldn't it? Because that's not the case with my setup: it will always chose t...
- Fri Oct 14, 2016 5:16 pm
- Forum: Gameplay Help
- Topic: Train waiting bays unused
- Replies: 18
- Views: 10993
Train waiting bays unused
I'm trying to build a central deposit for my ores, where all my trains from my outposts would unload. Given the high traffic this will involve, I've built parallel waiting bays and made sure that they all have the same length and are equally distant from my deposit. train setup.png (forgive my Paint...
- Fri Sep 30, 2016 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Sort mod list on client side
- Replies: 9
- Views: 2886
Re: Sort mod list on client side
Of course it is currently not paged, cause the loading time is currently tolerable and it is much easier to handle a complete list, than a paged one. But there is no way around it, if the number of mods rise. Well yes, here is my point. I think we've already reached the point where there are too ma...
- Fri Sep 30, 2016 11:57 am
- Forum: Off topic
- Topic: [photos] Factorio in real life
- Replies: 153
- Views: 302816
Re: [photos] Factorio in real life
I wish the character would lose health over time if he doesn't have a mask equipped in his modular armor when the pollution is too high!luc wrote:Breaking: multiplayer games are now required to be equipped with face masks.
- Fri Sep 30, 2016 11:19 am
- Forum: Ideas and Suggestions
- Topic: Sort mod list on client side
- Replies: 9
- Views: 2886
Re: Sort mod list on client side
Good idea. So once we have 2,000 mods this will take only 50 seconds to download the list. And you will look only into the first 20 results. that is more effective searching. :) Re-reading my post I think I might not have been clear enough: I'm talking about the mod list ingame, not the website one...
- Wed Sep 28, 2016 9:05 pm
- Forum: Not a bug
- Topic: [0.14.10] /ban with empty parameters should display a proper message
- Replies: 3
- Views: 1230
Re: [0.14.10] /ban with empty parameters should display a proper message
Yes but I think/hope nobody can join with an empty username, therefore I believe there should be a special treatment if the parameter is empty/not provided. Nobody wants to ban an unnamed user.
- Wed Sep 28, 2016 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Sort mod list on client side
- Replies: 9
- Views: 2886
Sort mod list on client side
Coming from here . Sorting could be enhanced if it was done on the game (client) side rather that on the server side. Even with a decent connection, the response time is desastrous and the game hangs for a simple sorting. It seems that it's already implemented in the public games list, or at least i...
- Wed Sep 28, 2016 8:56 pm
- Forum: Not a bug
- Topic: [0.14.10] /ban with empty parameters should display a proper message
- Replies: 3
- Views: 1230
[0.14.10] /ban with empty parameters should display a proper message
Not really a bug but a bit confusing. If I just type /ban , the game bans a user with an empty name. There's a big chance I only wanted to see the list of players banned ( /bans ). Same kind of behaviour with /unban . A bit better: /mute and other similar commands have en error message saying the pl...
- Wed Sep 28, 2016 8:12 pm
- Forum: Implemented Suggestions
- Topic: Mod Portal: Remember Sorting
- Replies: 2
- Views: 1504
Re: Mod Portal: Remember Sorting
Not sure if I should open a new thread because it isn't directly related to the idea. Sorting could also be enhanced if it was done on the game (client) side rather that on the server side. Even with a decent connection, the response time is desastrous for a simple sorting. Edit after aubergine18's ...
- Wed Sep 28, 2016 7:05 pm
- Forum: Translations
- Topic: Terminology: Rocket vs. Missile
- Replies: 6
- Views: 19209
Re: Terminology: Rocket vs. Missile
I'll necro this post a bit but it appears nothing has been settled yet. I don't use rockets in game but after a few tests I believe that rockets are guided: they always hit the targeted enemy even when it moves. Therefore from what have been said on this matter (guided/unguided), I suggest to use th...
- Mon Sep 19, 2016 1:50 pm
- Forum: Spread the Word
- Topic: Steam-only questions
- Replies: 28
- Views: 28070
Re: Steam-only questions
http://steamcommunity.com/id/failtolawl/recommended/427520/ Steam review that is spreading false and misleading information. Everyone needs to go report it. This kind of thing should not be acceptable. I had a look at his review history, he made exactly the same kind of review for Rimworld which I ...
- Mon Sep 19, 2016 12:14 pm
- Forum: Translations
- Topic: FAQ - How to contribute to Factorio's translation project
- Replies: 5
- Views: 9080
FAQ - How to contribute to Factorio's translation project
I see more and more people asking questions about the translation process, as well as how to report a mistake in the English texts. I figured we should make a list of those questions with their answers so that you don't have to look everywhere for an answer to your question. General questions Q: I w...
- Sun Sep 18, 2016 2:52 pm
- Forum: Not a bug
- Topic: [0.14.7] string "[player] was killed by" not translatable
- Replies: 2
- Views: 832
Re: [0.14.7] string "[player] was killed by" not translatable
Grrr I hate Crowdin's filters by files... It doesn't say anywhere that you're not working on all the files. Sorry about that!
- Sun Sep 18, 2016 7:53 am
- Forum: Not a bug
- Topic: [0.14.7] string "[player] was killed by" not translatable
- Replies: 2
- Views: 832
[0.14.7] string "[player] was killed by" not translatable
Title says it all.
I can't find this string on Crowdin. I believe it's caused by the improvement made to the feature in 0.14.6.
I can't find this string on Crowdin. I believe it's caused by the improvement made to the feature in 0.14.6.
- Sat Sep 17, 2016 6:42 pm
- Forum: Translations
- Topic: English translation/correction?
- Replies: 1
- Views: 1803
Re: English translation/correction?
You can report mistakes in the initial language and/or suggest a better option by raising an issue in the comment section of the string. You just have to tag it as "Mistake in the source string". ;-) The developers will get notified and they will decide whether or not your suggestion shoul...
- Sat Sep 17, 2016 4:17 pm
- Forum: Translations
- Topic: "Logistic trash" ==> "Logistic surplus"
- Replies: 4
- Views: 3005
Re: "Logistic trash" ==> "Logistic surplus"
How about "logistic deposit slot" and call the regular ones "logistic withdrawal slot"? Or, if "withdrawal" makes it too long, "logistic return slot" and the existing "logistic slot". +1 I really like those terms, it's inspiring for translation as w...