Search found 12 matches

by TurningGears
Wed Dec 18, 2024 7:08 pm
Forum: Releases
Topic: Version 2.0.24
Replies: 53
Views: 22471

Re: Version 2.0.24

According to the discussions in this thread, it would probably be the cleanest solution to just remove mines from being available on platforms.
by TurningGears
Mon Dec 16, 2024 4:06 am
Forum: Gameplay Help
Topic: Insert a Processing Unit in the Rocket silo
Replies: 15
Views: 4728

Re: Insert a Processing Unit in the Rocket silo

waterBear wrote: Sun Dec 15, 2024 11:08 pm You actually can insert, but you have to disable automatic logistic requests. The rockets will still launch once filled with requested items. This is how we deal with things like calcite on Volcanus.
This thread is about Processing Units, not items that are not part of the rocket part recipe ;)
by TurningGears
Sun Dec 15, 2024 10:31 pm
Forum: Gameplay Help
Topic: Insert a Processing Unit in the Rocket silo
Replies: 15
Views: 4728

Re: Insert a Processing Unit in the Rocket silo



There is actually a mod for this now:
https://mods.factorio.com/mod/RocketCargoInsertion
I really hope this gets fixed with 2.1, automatically fulfilling requests is not really feasible in the endgame due to the volume and speed that rockets need to be launches with, ignoring the huge drone FPS ...
by TurningGears
Sat Dec 14, 2024 4:34 pm
Forum: Gameplay Help
Topic: Insert a Processing Unit in the Rocket silo
Replies: 15
Views: 4728

Re: Insert a Processing Unit in the Rocket silo

There is actually a mod for this now:
https://mods.factorio.com/mod/RocketCargoInsertion
I really hope this gets fixed with 2.1, automatically fulfilling requests is not really feasible in the endgame due to the volume and speed that rockets need to be launches with, ignoring the huge drone FPS/UPS ...
by TurningGears
Thu Dec 12, 2024 11:20 pm
Forum: Not a bug
Topic: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts
Replies: 8
Views: 1182

Re: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts


Hello, this is a generic problem in more than this place.
We have an internal proposal to make it configurable almost everywhere from/to which wire you read/write. So you could output to red and read from green for example.

But this is not a trivial change, and because of all the other work we ...
by TurningGears
Thu Dec 05, 2024 2:35 pm
Forum: Ideas and Suggestions
Topic: Add concrete to Upgrade Planner
Replies: 35
Views: 10163

Re: Add concrete to Upgrade Planner

Just stumbled upon this limitation in the upgrade planner, are there any plans to include tiles in the future?
by TurningGears
Wed Nov 27, 2024 6:41 am
Forum: Gameplay Help
Topic: LTN like system in vanilla 2.0 (Pull-Push with no loaded train with nowhere to go)
Replies: 12
Views: 1307

Re: LTN like system in vanilla 2.0 (Pull-Push with no loaded train with nowhere to go)

I would recommend to centralize the logic using radars. I have all the logic at a central point that processes the data from all stations.
With radars now all having the same network independent of the distance as long as they are on the same ground (planet), you can even add a self powered radar ...
by TurningGears
Mon Nov 25, 2024 11:15 am
Forum: Ideas and Suggestions
Topic: Add 2 outputs to Decider Combinator
Replies: 25
Views: 2333

Re: Add 2 outputs to Decider Combinator

This would help avoiding at least one additional combinator.
Especially now with setting recipes, you have a condition and want to output one recipe, but if the condition changes, another. Afaik this is currently not possible with only one combinator.
by TurningGears
Mon Nov 25, 2024 4:04 am
Forum: Not a bug
Topic: [2.0.14] Inserting onto splitter no longer saturates both output belts
Replies: 9
Views: 5101

Re: [2.0.14] Inserting onto splitter no longer saturates both output belts

I also have a lot of builds relying on the mechanic to fill two lanes at once. This is also still the case on green splitters. If green splitters are still bugged, I think they should also get fixed or (my preferred solution) introduce the feature (not a bug ;)) back into the other splitters.
by TurningGears
Wed Nov 20, 2024 9:59 pm
Forum: Not a bug
Topic: [2.0.20] Blueprint library window recenters every time another book is opened
Replies: 2
Views: 313

Re: [2.0.20] Blueprint library window recenters every time another book is opened

Thanks for the info! This would be really helpful, especially if you have a wider monitor and like some order in your windows and have a huge blueprint library to maintain.
Any plans to support saving window positions or are there too many edge cases with overlapping windows, windows off the screen ...
by TurningGears
Wed Nov 20, 2024 3:03 pm
Forum: Not a bug
Topic: [2.0.20] Blueprint library window recenters every time another book is opened
Replies: 2
Views: 313

[2.0.20] Blueprint library window recenters every time another book is opened

There is already a thread here (https://forums.factorio.com/viewtopic.php?p=642394&sid=d3cfa264c5d386c384e10cf91b2d5342), so feel free to close this one and move that one over from Gameplay Help.

Every time a blueprint book is opened, the blueprint library window jumps back to the center of the ...
by TurningGears
Wed Nov 20, 2024 3:18 am
Forum: Gameplay Help
Topic: [2.0.12] Blueprint library window recenters every time you open other books
Replies: 1
Views: 236

Re: [2.0.12] Blueprint library window recenters every time you open other books

I can confirm this, it is very annoying when using the blueprint library. You have to move the window to the side with each new blueprint book that is opened...

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