Came up again under the FFF-377 discussion.
With so much rail/train QoL stuff coming in 2.0, improvements to signal and train-stop preview visualizations would make an already awesome release unbelievably useful.
Search found 197 matches
- Fri Sep 22, 2023 2:39 pm
- Forum: Ideas and Suggestions
- Topic: Display wagon count in signal-preview
- Replies: 8
- Views: 4014
- Sun Dec 20, 2020 8:06 pm
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 50
- Views: 19656
Re: [One Line Suggestions]
"My Mods" page should show other users' mods I have access to update/modify
- Tue Sep 08, 2020 5:24 pm
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 50
- Views: 19656
Re: [One Line Suggestions]
The mod portal should forgive a trailing slash, e.g. https://mods.factorio.com/mod/Warehousing/ returns 404
- Tue Sep 08, 2020 5:21 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 187
- Views: 69592
Re: [MOD 1.0.x|0.18.x|0.17.x]Recycling Machines
The mod description is outdated. Default recycling ratio is 2, which is exactly the behavior @MasterWiky sees.
- Wed Jun 03, 2020 5:30 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228153
Re: [MOD 0.17] Warehousing v0.2.0
You have not met the prerequisites for Logistics Warehousing. Research the Warehousing tech first.
- Thu Mar 26, 2020 6:00 am
- Forum: Implemented Suggestions
- Topic: [Suggestion] Train waypoints
- Replies: 14
- Views: 6833
Re: [Suggestion] Train waypoints
This was implemented in 0.17.0: https://wiki.factorio.com/Version_histo ... Features_6
Train stops without conditions work as waypoints. (the train doesn't stop at those)
- Mon Feb 03, 2020 3:07 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387982
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
What Factorio version? What Creative Mod version?FallenPaladin wrote: ↑Mon Feb 03, 2020 3:00 amThe mod Creative Mod caused a non-recoverable error.
Please report this error to the mod author.
- Sat Jan 11, 2020 12:15 am
- Forum: Mod portal Discussion
- Topic: [Sanqui] Mod portal notification emails have wrong username (sometimes?)
- Replies: 9
- Views: 3377
Re: [Sanqui] Mod portal notification emails have wrong username (sometimes?)
I hate to say, 2020 hasn't fixed this. It must be some weird kind of thing, or a lot more people would be reporting it.
- Thu Oct 03, 2019 4:47 am
- Forum: Ideas and Suggestions
- Topic: Adding redprints and greenprints prints to blueprint library
- Replies: 13
- Views: 3831
Re: Adding redprints and greenprints prints to blueprint library
Seconding (or whatever +1 count we're up to) this. In particular, I think it would be useful for the blueprint library to support saving custom selection-tools as well. I'm not quite sure I understand why we can save and share blueprints, but not deconstruction planners, upgrade planners, or mod-add...
- Wed Aug 07, 2019 9:29 pm
- Forum: Outdated/Not implemented
- Topic: Prevent restarting the game on updated disabled mod
- Replies: 9
- Views: 3479
Re: Prevent restarting the game on updated disabled mod
I won't make a new thread because I suspect the answer will be a similar "it's complicated", but why does the game also force a restart on deleting a disabled mod?
- Mon Aug 05, 2019 8:50 am
- Forum: Outdated/Not implemented
- Topic: Prevent restarting the game on updated disabled mod
- Replies: 9
- Views: 3479
Re: Prevent restarting the game on updated disabled mod
Yep, restarting after updates of only disabled mods makes no sense.
The game should restart if the set of active mods changes, or if an active mod is updated.
The game should restart if the set of active mods changes, or if an active mod is updated.
- Sun Aug 04, 2019 1:58 am
- Forum: Resolved Problems and Bugs
- Topic: [Oxyd] [0.17.59] insane large save file (>500MB) part 2
- Replies: 7
- Views: 4996
Re: [0.17.59] insane large save file (>500MB) part 2
I saw this issue in a modded multiplayer game today. We have a water-fill mod, so through the collection of autosave files I've preserved, Oxyd could see the issue progress from before the island existed, as the save file size continued to increase, through to when we resolved the save size problem ...
- Sun Jul 14, 2019 3:47 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228153
Re: [MOD 0.17] Warehousing v0.2.0
What's halfway? If you don't know what the old/new sizes are, I can only assume that you mean the building fills 50% of the slots available and stops, leaving the other 50% empty. I've never seen that happen, and it sounds like some kind of conflict with another mod. Warehousing is very simple—its b...
- Mon Jun 24, 2019 4:42 pm
- Forum: Mod portal Discussion
- Topic: [Sanqui] Mod portal notification emails have wrong username (sometimes?)
- Replies: 9
- Views: 3377
Re: [Sanqui] Mod portal notification emails have wrong username (sometimes?)
Hmm, this is still happening.
- Wed Jun 05, 2019 6:17 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 387982
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
" Creative Mode " only has downloads available for 0.17. In 0.16, you can use " Creative Mode (Fix for 0.16) ", an unofficial tweak of the mod to work in 0.16. Just be aware that you'll need to migrate back to the official release if you want to play your save in 0.17 later. (The...
- Thu May 02, 2019 8:36 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 270795
Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
The "player" entity type was renamed to "character" in 0.17.35, so it's probably an easy fix.
- Wed Apr 24, 2019 8:08 pm
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 187
- Views: 69592
Re: [MOD 0.17.x|0.16.x|0.15.x]Recycling Machines
Searching public code on GitHub, the only repo with mentions of the name "nuclear-assembling-machine" is https://github.com/JohnTheCoolingFan/Ra ... orioThings (published on the mod portal here)
No results on GitLab.
No results on GitLab.
- Tue Apr 16, 2019 4:06 am
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 228153
Re: [MOD 0.17] Warehousing v0.2.0
Just started playing again since 0.17 dropped. I see that the recipe has been updated to steel, but 100 steel seams a little steep imo. Will you be re-balancing it? If so, I'd recommend lowering the amount a little. Each warehouse costs 200 steel, actually, not 100. It's reasonable when you realize...
- Tue Apr 09, 2019 5:55 am
- Forum: Mods
- Topic: [MOD 0.15.X] Item Collector
- Replies: 5
- Views: 3525
Re: [MOD 0.15.X] Item Collector
Definitely just skimmed right past that because my brain thought it was a copy-paste of text I'd already seen… Not sure if related to tiredness or just mental shortcutting…
- Tue Apr 09, 2019 5:08 am
- Forum: Mods
- Topic: [MOD 0.15.X] Item Collector
- Replies: 5
- Views: 3525
Re: [MOD 0.15.X] Item Collector
What is an item collector? Is it some sort of mysterious golem that blunders about the map, knocking down factories and destroying belts in it's quest to collect random bits of ore and iron plate? Is it an undead revenant who, as soon as you manufacture something that revenant doesn't have any of, ...