Trees burn hotter after completing levels of Refined Flammables
Placed a tank in a cluster of trees. Saved game, ignited area, repeat.
Without research, tank had 10-20 damage over the duration of the forest fire.
Research up to flammables 6 and tank takes 30-50 damage.
Search found 23 matches
- Tue Aug 06, 2024 4:14 pm
- Forum: Not a bug
- Topic: [1.1.109] Refined Flammables boosts Forest Fire damage
- Replies: 5
- Views: 514
- Tue Dec 18, 2018 7:53 pm
- Forum: General discussion
- Topic: Why do Stone Furances Burn?
- Replies: 5
- Views: 3181
Why do Stone Furances Burn?
Stone furnaces take damage from flamethrowers. They're made entirely of stone; why do they burn?
- Mon Feb 12, 2018 12:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Flamethrower Turret Fluid Change
- Replies: 3
- Views: 3706
Re: [posila] Flamethrower Turret Fluid Change
I think this may happen specifically when the turret is built connected to an almost empty pipe of burnable fluid, then supplied with a different one. I've attached the save game. Turret is supplied with Light Oil, but the fuel indicator on the turret remains red.
- Sun Feb 11, 2018 6:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] Flamethrower Turret Fluid Change
- Replies: 3
- Views: 3706
[posila] Flamethrower Turret Fluid Change
When changing fluid types, the flamethrower turrets can get 'stuck' in a state where they're supplied with plenty of fluid, but not firing. For example, a turret connected to a pipe full of crude will fill up with crude. If the fluid being sent into the pipe is then changed to light oil, the turret ...
- Wed Jun 07, 2017 4:31 pm
- Forum: Outdated/Not implemented
- Topic: Add "Next Station Enabled" to train wait conditions
- Replies: 15
- Views: 7971
Add "Next Station Enabled" to train wait conditions
With the ability to turn stations on and off, it would be nice to specify if the train should skip a disabled station or wait at its current station for the next station to be enabled. Adding this as one more option in the Wait Condition list seems like the simplest place to add this in. Ex: Wait: 5...
- Thu May 18, 2017 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Labs send Research Recipe to Circuit Network
- Replies: 0
- Views: 851
Labs send Research Recipe to Circuit Network
Labs could output the required science packs for the research currently selected. For example, while researching Automobilism, a lab would output 2 Red Science + 1 Green Science. Optionally a signal parameter for the duration, like T = 30. This would allow us to design science setups that dynamicall...
- Thu May 18, 2017 1:22 pm
- Forum: Combinator Creations
- Topic: Kovarex enrichment. Compact automatic setup.
- Replies: 12
- Views: 23294
Re: Kovarex enrichment. Compact automatic setup.
This setup is pretty small time, but gets the job done while keeping a minimum of U-235 in the cycle. Bottom purple inserter has stack size 1, runs when more than 40 U-235 is in the lower box. This is where the setup requires manual priming with 41 or more U-235. I run down the line throwing a half ...
- Mon May 15, 2017 10:45 pm
- Forum: Not a bug
- Topic: [0.15.9] No Blueprint / Decon Planner in Signals Menu
- Replies: 2
- Views: 1380
Re: [0.15.9] No Blueprint / Decon Planner in Signals Menu
No mods, just user error. Don't know why I couldn't find them; seeing them front and center now.
- Tue May 09, 2017 7:18 pm
- Forum: Ideas and Suggestions
- Topic: Constant Combinator for Locomotive
- Replies: 16
- Views: 9955
Re: Constant Combinator for Locomotive
I have good news. According to this post by a Factorio developer, the suggestion of the station outputting a unique train ID is going to be implemented. However, as far as I can tell, this Train ID will not be user-defined, but rather an internal value. So it seems that, at least for the moment, th...
- Tue May 09, 2017 1:30 pm
- Forum: Ideas and Suggestions
- Topic: Constant Combinator for Locomotive
- Replies: 16
- Views: 9955
Re: Constant Combinator for Locomotive
I'm using the fish method at the moment, just feels like a kludge giving up inventory space for identification purposes, along with messing with the train full/empty conditions. Reading the fuel in the locomotive as part of the signal would also be a potential way to differentiate trains -- using wo...
- Mon May 08, 2017 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Constant Combinator for Locomotive
- Replies: 16
- Views: 9955
Constant Combinator for Locomotive
Add the functionality of a Constant Combinator to a locomotive to let it output arbitrary values to the circuit network when a train station has "read train contents" enabled. This does two useful things: lets you set an unambiguous signal that a train is at the station, and lets you ident...
- Mon May 08, 2017 7:19 pm
- Forum: Not a bug
- Topic: [0.15.9] No Blueprint / Decon Planner in Signals Menu
- Replies: 2
- Views: 1380
[0.15.9] No Blueprint / Decon Planner in Signals Menu
Blueprint, Deconstruction Planner and Blueprint Books do not show up in the signals menu for the circuit network.
They can be placed in chests, trains, etc and produce a signal, but combinators, etc cannot be set to operate on those values.
They can be placed in chests, trains, etc and produce a signal, but combinators, etc cannot be set to operate on those values.
- Tue Sep 20, 2016 2:13 pm
- Forum: Combinator Creations
- Topic: Dynamic Rail Kilofactory
- Replies: 0
- Views: 2086
Dynamic Rail Kilofactory
When the upcoming features for .13 were shared, I was hoping for the ability to turn rail stations "on" and "off" via circuit network input. It came close with the rail signal control, not quite what I had hoped for. So, I set out and wrote a small mod to get something similar to...
- Mon Sep 12, 2016 7:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.20][Martin] Circuit Network Train Departure
- Replies: 1
- Views: 2013
[0.13.20][Martin] Circuit Network Train Departure
If a train has two stations in its schedule: (A,B), and B is removed, the train waits at A until a new station B is built. However, if the wait condition at A is composed of a circuit network condition and at least one other condition, the train will not depart A when B is built. To reproduce: Set u...
- Mon Jul 11, 2016 8:47 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Dynamic Train Stop
- Replies: 2
- Views: 2330
Re: [MOD 0.13.x] Dynamic Train Stop
Sounds like a great mod, already thought of lots of ways to use it. :) One thing though; the "DynamicController" actually has to be called "DynamicControl". I was wondering why it wasn't working for me and checked the code for the fix. Please update it here and on the mods websi...
- Mon Jul 11, 2016 1:12 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Dynamic Train Stop
- Replies: 2
- Views: 2330
[MOD 0.13.x] Dynamic Train Stop
Train station that renames itself using circuit network input. https://mods.factorio.com/mods/Aladrius/dynamic-train-stop To forestall the inevitable "just use smart trains" replies, yes, I know smart trains will do all this and more. I wanted a lighter weight alternative that leverages th...
- Mon Jul 11, 2016 1:00 pm
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 9898
Re: [0.13]Deactivating Station via Network
I put together a mod that changes the station name depending on circuit network input. Is your mod available for download? I also started looking at the API to figure out how to add/remove a period or underscore to the end of the name based on circuit condition. I wasn't having much luck finding th...
- Sun Jul 10, 2016 2:14 pm
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 9898
Re: [0.13]Deactivating Station via Network
Does Entity.active work on stations? If it does what about making a custom combinator that turns off whatever item it is pointing at. At lease I think something like this is possible....... That's the first thing I tried. Setting this true or false doesn't appear to have any impact on the rail stat...
- Wed Jul 06, 2016 6:26 pm
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 9898
Re: [0.13]Deactivating Station via Network
+1 for this. I've started working on a mod to implement something like this. Turning the station 'off' via circuit network and having it behave in the same way as when a station is destroyed/picked up would be a very clean way to add a ton of functionality. Playing with what's readily available in t...
- Wed Jul 06, 2016 12:47 pm
- Forum: Modding help
- Topic: Help with renaming train stations in schedules
- Replies: 0
- Views: 1017
Help with renaming train stations in schedules
I'm working on a mod that updates a train station name using circuit network inputs, to allow stations to 'call' for trains based on conditions. What I've created so far is: 1> Copied and extended the base Train Station to a new item and entity "dynamic-train-station". 2> Set up recipe, re...