Search found 232 matches
- Fri Nov 08, 2024 8:06 am
- Forum: Duplicates
- Topic: [2.0.14] 18.5 degree train curves 5th signal location can split block on the far side of a crossing.
- Replies: 3
- Views: 309
[2.0.14] 18.5 degree train curves 5th signal location can split block on the far side of a crossing.
I noticed this a few days ago while building an intersection, and dismissed it at the time, but discussed it with some other folks on discord and it was felt that this interaction can provide very bad feedback to the player. The 18.5 degree rail curve piece has 5 signal location vs the 4 for each ot...
- Thu Nov 07, 2024 11:15 pm
- Forum: Gameplay Help
- Topic: Bioflux energy value
- Replies: 2
- Views: 294
Re: Bioflux energy value
Captive Biter Spawners
- Thu Nov 07, 2024 11:13 pm
- Forum: Gameplay Help
- Topic: How to Ship Rocket Fuel to Another Planet
- Replies: 8
- Views: 1210
Re: How to Ship Rocket Fuel to Another Planet
I think I've figured out how to turn a space platform into an interplanetary "train." I set a requester chest next to the rocket silos with an inserter going into the silo, and request whatever I want through the chest. In the silo, I uncheck "automatic requests from space platforms....
- Thu Nov 07, 2024 10:49 pm
- Forum: Pending
- Topic: Fluid mixing doesnt work / dupe bug
- Replies: 14
- Views: 495
Re: Fluid mixing doesnt work / dupe bug
You might be interested in some of the history of fluid anti-mixing in factorio. https://factorio.com/blog/post/fff-274 https://factorio.com/blog/post/fff-312 https://factorio.com/blog/post/fff-351 Also see in your video at 4:18 https://youtu.be/_Mcy8ZGNUwQ?t=258 that the alt image for heavy oil on ...
- Thu Nov 07, 2024 2:07 am
- Forum: Gameplay Help
- Topic: Dynamic Rail Provider/Requester Setup
- Replies: 12
- Views: 714
Re: Dynamic Rail Provider/Requester Setup
I was answering the simplified question which had no requirements for generic interrupts or wildcards.
- Thu Nov 07, 2024 2:01 am
- Forum: Gameplay Help
- Topic: Dynamic Rail Provider/Requester Setup
- Replies: 12
- Views: 714
Re: Dynamic Rail Provider/Requester Setup
You are not understanding my question, I give up - after extensive searches of the forums/reddit/etc. seems noone has solved this problem. A simplified question: Has anyone come up with a method to dynamically request different materials to be dropped at the same train station via the circuit netwo...
- Wed Nov 06, 2024 6:58 am
- Forum: Gameplay Help
- Topic: What is the point of productivity modules?
- Replies: 12
- Views: 1299
Re: What is the point of productivity modules?
Production and quality both cannot go in beacons. Without using speed beacons to compensate, productivity modules loose too much speed, especially considering you could just get more +quality in that module slot instead. If you want quality fast, just build big production. Resources may be unlimited...
- Wed Nov 06, 2024 4:27 am
- Forum: Gameplay Help
- Topic: What is the point of productivity modules?
- Replies: 12
- Views: 1299
Re: What is the point of productivity modules?
For Processing units using EM plants and Foundries, a single processing unit takes about 3.75 copper ore. Adding 1 6% productivity module to each machine in the chain (Copper Ore -> Molten Copper -> Copper Wire -> Electronic Circuits -> Advanced Circuits -> Processing Units) reduces that to 3.19 or...
- Tue Nov 05, 2024 4:49 pm
- Forum: Gameplay Help
- Topic: What is the point of productivity modules?
- Replies: 12
- Views: 1299
Re: What is the point of productivity modules?
For Processing units using EM plants and Foundries, a single processing unit takes about 3.75 copper ore. Adding 1 6% productivity module to each machine in the chain (Copper Ore -> Molten Copper -> Copper Wire -> Electronic Circuits -> Advanced Circuits -> Processing Units) reduces that to 3.19 ore...
- Tue Nov 05, 2024 9:38 am
- Forum: Not a bug
- Topic: [2.0.14] [macOS] Big mining drill mining very slowly
- Replies: 3
- Views: 285
Re: [2.0.14] [macOS] Big mining drill mining very slowly
Big mining drill outputs stacks. Unlocked with stack inserter and upgraded with transport belt capacity.
- Tue Nov 05, 2024 8:49 am
- Forum: Not a bug
- Topic: Biochamber not listed in Electric network info
- Replies: 1
- Views: 134
Re: Biochamber not listed in Electric network info
They are like stone and steel furnaces. They just use their power from the nutrients rather than from the power grid.
- Tue Nov 05, 2024 6:25 am
- Forum: Show your Creations
- Topic: Rail Raven (Art)
- Replies: 0
- Views: 203
Rail Raven (Art)
Who wants to help me signal this intersection? 0eNqtnd2uJsd1ZF/F6GsZqPzPrct5BF/OwBhQFscmQFMCRRtjCHr3adE+5/TIuU9GLHxXBKnupaj9VWZlVu2I/POX3/34b9//8ecffvrly2///OX33//pn37+4Y+//PCHn7789sv/+I+/+5/f/fTLv/z83ZfffPnhn/7w05++/PZ//fnLn37455+++/Gvf/yn7/71+69/7ufvfvjxy1++/pGffv/9//3y2/KXf/zNl+9/+uWHX374/j//xq//...
- Mon Nov 04, 2024 9:47 pm
- Forum: Gameplay Help
- Topic: Train interrupts skip stations
- Replies: 10
- Views: 801
Re: Train interrupts skip stations
What are the wait conditions for the holding station?
- Mon Nov 04, 2024 8:02 pm
- Forum: Gameplay Help
- Topic: Train interrupts scheduling train runs even though Requester stations have Limit = 0
- Replies: 2
- Views: 273
Re: Train interrupts scheduling train runs even though Requester stations have Limit = 0
I got a chance to look at the save file this morning. One steel load station has 14 slots open. So when a steel unload station opens one slot, it is very likely that 14 trains will trigger the interrupt and add a schedule to load and unload steel before any train makes it to the load station, fills ...
- Mon Nov 04, 2024 6:54 pm
- Forum: Bug Reports
- Topic: [2.0.14] Animated water on Gleba tanks FPS (60 -> 22)
- Replies: 18
- Views: 1153
Re: [2.0.14] Animated water on Gleba tanks FPS (60 -> 22)
Here are two screenshots with animated water on and animated water off. If you look at HWMonitor, there is a lot of data going between the CPU and GPU (4x as much as with animated water off). Is it possible that animated water is on a texture in system memory rather than GPU memory?
- Mon Nov 04, 2024 5:23 pm
- Forum: Gameplay Help
- Topic: Floating point constant values?
- Replies: 2
- Views: 157
Re: Floating point constant values?
Can you work in percent by multiplying values by 100 before doing anything with them? That is fixed point, but at least it's decimal.
- Mon Nov 04, 2024 12:56 pm
- Forum: Gameplay Help
- Topic: Train interrupts scheduling train runs even though Requester stations have Limit = 0
- Replies: 2
- Views: 273
Re: Train interrupts scheduling train runs even though Requester stations have Limit = 0
Do you have more that one load station for that resource? If so I suspect that multiple trains are getting interrupted before any of the trains depart a load station and reserve the unload station. I could not think of a good way around that myself. So instead I just named every load station the sam...
- Mon Nov 04, 2024 12:16 pm
- Forum: Not a bug
- Topic: Inserter in endless loop with temporary train stop
- Replies: 2
- Views: 217
Re: Inserter in endless loop with temporary train stop
That train is immediately trying to leave the station. Each time it determines that it needs fuel, so goes to the refuel station, since it is already there it arrives instantly, then once again immediately tries to leave. It never waits at the station long enough for the inserter to give it fuel.
- Sun Nov 03, 2024 7:57 am
- Forum: Modding help
- Topic: Cannot find the value that sets the speed of asteroids spawning from another asteroid's death.
- Replies: 0
- Views: 116
Cannot find the value that sets the speed of asteroids spawning from another asteroid's death.
I cannot find the values that change the speed of the asteroids spawned when a larger asteroid dies. I found the dying trigger: https://lua-api.factorio.com/latest/types/CreateEntityTriggerEffectItem.html defined here: https://github.com/wube/factorio-data/blob/8c59a0299bab069efbd0a11e1107245b6264d1...
- Thu Oct 31, 2024 5:41 pm
- Forum: Mods
- Topic: [MOD 2.0] Global Tick Time Scale - Change the UPS/FPS of Factorio without changing the game pace.
- Replies: 48
- Views: 24631
Re: [MOD 2.0] Global Tick Time Scale - Change the UPS/FPS of Factorio without changing the game pace.
Can this mod be used to slow down the game? Details: I have a 60hz monitor Game just runs too fast (at least for now), I'd like to be able to slow it down without slowing down the overall animation. I have another mod which does slow down the game, but it slows down everything. Thanks Possibly. If ...