Instead of having green/red wire, which for me look the same no matter which color vision setting I choose, why not let the player select which color each wire is from a set of 8 or 16 colors?
Honestly, looking at the resource files, there isn't any reason why you have 4 different wire pictures ...
Search found 69 matches
- Sat Nov 23, 2024 4:58 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Wire color selection
- Replies: 0
- Views: 530
- Thu Mar 07, 2019 2:35 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.7] Mods mismatch detected incorrectly
- Replies: 19
- Views: 14245
Re: [Rseding91] [0.17.7] Mods mismatch detected incorrectly
Ok, it's now fixed for 0.17.8 which I'll see if we can send out early tomorrow.
In the meantime you'll need to roll back to 0.17.6 with your modded servers.
That would be great, if my 0.17.6 server could in fact load the map that it just updated to 0.17.7, but it can't. It throws an error, and ...
- Sat Jun 02, 2018 12:25 am
- Forum: Questions, reviews and ratings
- Topic: Solar Thermal Mod Inquiry
- Replies: 3
- Views: 2535
Re: Solar Thermal Mod Inquiry
3) This power is not without cost, while there is no chemical emissions to be had, there is heat pollutions.
From a gameplay perspective sure. From a physical perspective...hihi. Solar Arrays don't produce heat :P.
I didn't say it created heat, I said it causes heat pollution. The collected ...
- Sat May 26, 2018 11:24 pm
- Forum: Questions, reviews and ratings
- Topic: Solar Thermal Mod Inquiry
- Replies: 3
- Views: 2535
Solar Thermal Mod Inquiry
I've got a mod idea, but before I work on it, I want to ask a few questions of the community, as I haven't made a mod before.
First, lets get it out of the way, are there any solar thermal mods out there that I'd be copying? I'm talking about both mods that focus large areas of mirrors on a tower ...
First, lets get it out of the way, are there any solar thermal mods out there that I'd be copying? I'm talking about both mods that focus large areas of mirrors on a tower ...
- Thu May 24, 2018 4:14 am
- Forum: Frequently Suggested / Link Collections
- Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
- Replies: 67
- Views: 41820
Re: Poll: Should belts use energy (and Offshore Pumps etc...)
This is an old topic, but I would like to point out that a Twitch streamer named DarkTwinge has been playing Beltless Factorio, using inserters instead of belts. His power consumption is a little high, but not nearly as high as I've heard arguments in the past against this.
I still vote that ...
I still vote that ...
- Sun Jul 02, 2017 6:06 pm
- Forum: Modding discussion
- Topic: Factorio Modding API
- Replies: 1
- Views: 1795
Factorio Modding API
Is there an API for catching calls to the train network for path finding? Currently the Factorio path finding for trains is inefficient, and it shows very easily on my computer at times. I know how to fix it, if I could intercept calls for train routing. However looking at the API here http://lua ...
- Wed Jun 14, 2017 7:35 pm
- Forum: Ideas and Requests For Mods
- Topic: Train Overpass
- Replies: 5
- Views: 4540
Train Overpass
I just had a thought for a mod idea, but it comes with a few complications that I don't know if I can deal with, without the feature being added to vanilla. Train overpasses.
The idea may sound simple, after all, we have underground belts already, and it can be treated much in the way as a train ...
The idea may sound simple, after all, we have underground belts already, and it can be treated much in the way as a train ...
- Fri May 30, 2014 9:44 pm
- Forum: Ideas and Suggestions
- Topic: Map Display/warning for out of ammo
- Replies: 5
- Views: 3000
Re: Map Display/warning for out of ammo
Well, I'm not sure if I do things differently, but I find myself switching over to laser turrets waaaay before I get far enough in that the logistics or circuit network comes into play. (Largely due to not needing to restock ammo)
That's pretty much why everyone switches, but in theory a regular ...
That's pretty much why everyone switches, but in theory a regular ...
- Fri May 30, 2014 3:25 pm
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 93969
Re: Trains vs conveyors?
Trains have saved my bacon when running from 40-50 big biters, where a conveyor wouldn't have done anything. Nothing better than running along side the tracks with 4 HP, hoping a train would come by and smash all of the, just to have it happen and suddenly you survive!
- Thu May 29, 2014 6:00 am
- Forum: Ideas and Suggestions
- Topic: Power poles/ power lines
- Replies: 7
- Views: 5577
Re: Power poles/ power lines
It could be worse. They could put power lines between the poles and each item needing power 

- Wed May 28, 2014 11:19 pm
- Forum: Ideas and Suggestions
- Topic: Map Display/warning for out of ammo
- Replies: 5
- Views: 3000
Re: Map Display/warning for out of ammo
Better yet, how about an upgraded turret that integrates with the logistics network and requests it's own ammo? Those kind of items already have alerts, like construction jobs with no workers assigned.
- Tue May 27, 2014 2:17 am
- Forum: Ideas and Suggestions
- Topic: Add-ons to existing buildings
- Replies: 9
- Views: 3541
Re: Add-ons to existing buildings
And as I said, you would have to come up with a good reason for the differentiation :)
The truth is, it is very similar to the module system. It should be able to do something the module system cannot do to be worthwhile.
I still think my idea of allowing it to feed in basic, one ingredient ...
The truth is, it is very similar to the module system. It should be able to do something the module system cannot do to be worthwhile.
I still think my idea of allowing it to feed in basic, one ingredient ...
- Mon May 26, 2014 10:53 pm
- Forum: Ideas and Suggestions
- Topic: Add-ons to existing buildings
- Replies: 9
- Views: 3541
Re: Add-ons to existing buildings
I'm not too clear on what you can do in this vein very effectively. Beacons right now already confer module effects to nearby machines, though at reduced effect. However this means adding module slots is probably out. You also want to avoid adding module effects as well as this would also cross that ...
- Mon May 26, 2014 10:38 pm
- Forum: Ideas and Suggestions
- Topic: Construction Robotics Trains
- Replies: 6
- Views: 4289
Re: Construction Robotics Trains
Also, due to the power requirement, roboports are also meant for short range transport. Medium is possible, but the larger the area, the more prohibitive the cost becomes. It falls under N^2 for power requirement, where N = Radius of the network. The biggest issue is that if you don't build the ...
- Mon May 26, 2014 10:07 pm
- Forum: General discussion
- Topic: Tech Tree nonsense
- Replies: 7
- Views: 4591
Re: Tech Tree nonsense
A research queue would be nice so you don't have to keep thinking about which techs you want. If you have a research queue, maybe you could double click on an item and all the prerequisite techs and subcomponent techs queue up for you automatically.
Yes, it would be nice, but it wouldn't work or ...
Yes, it would be nice, but it wouldn't work or ...
- Mon May 26, 2014 12:18 am
- Forum: General discussion
- Topic: Do you NEED oil to progress?
- Replies: 4
- Views: 3137
Re: Do you NEED oil to progress?
Don't worry, they only bite on Sundays.Zordah wrote:Thanks for the reply. So it WILL work just very slowly after the reserves are used up - that's good to know.
I don't mind slow as long as I don't get overrun by biters
- Mon May 26, 2014 12:00 am
- Forum: Implemented Suggestions
- Topic: Roboports may request bots
- Replies: 8
- Views: 7413
Re: Roboports may request bots
As for the OP's problem: I find that the easiest way to deal with this is to have a construction bot assembler and have them store the output in a chest. I have not tested if this allows logistics bots to pick them up.
My main problem is that I haven't found a way to count the amount of ...
My main problem is that I haven't found a way to count the amount of ...
- Sun May 25, 2014 11:54 pm
- Forum: Ideas and Suggestions
- Topic: Rocketry and Asteroid Mining
- Replies: 7
- Views: 6720
Re: Rocketry and Asteroid Mining
...but having grown up in Florida and having made many trips to Cape Canaveral...
I am insanely jealous. When my kids are old enough to go to Disneyworld there will be a mandatory detour to Cape Canaveral. :)
For Factorio I don't think you would need to look beyond RP-1, hydrogen, and oxygen ...
I am insanely jealous. When my kids are old enough to go to Disneyworld there will be a mandatory detour to Cape Canaveral. :)
For Factorio I don't think you would need to look beyond RP-1, hydrogen, and oxygen ...
- Sun May 25, 2014 11:47 pm
- Forum: General discussion
- Topic: Do you NEED oil to progress?
- Replies: 4
- Views: 3137
Re: Do you NEED oil to progress?
You can never actually run out of oil, though you will eventually find your wells drawing only .1/s which is tiny when you need 10 cured to make 3 heavy, 3 light, and 4 methane (1:4.5:5.5 if you have advanced)
With 2 wells producing .2/s total, this means it will take 50 seconds to get even one oil ...
With 2 wells producing .2/s total, this means it will take 50 seconds to get even one oil ...
- Sun May 25, 2014 9:33 am
- Forum: General discussion
- Topic: Tech Tree nonsense
- Replies: 7
- Views: 4591
Tech Tree nonsense
I've been noticing this for a few things. A tech requires X and Y to research, but also needs Z to become useful. My most recent example is Railway. It requires Logistics 2 and Steel processing to research, but once you've done so you will quickly find out that you also need Engines to make an ...