Search found 23 matches

by Aladrius
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

[1.1.109] Refined Flammables boosts Forest Fire damage

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.
by Aladrius
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?
by Aladrius
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.
by Aladrius
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 ...
by Aladrius
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Forum: Outdated/Not implemented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...
by Aladrius
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...
by Aladrius
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 ...
by Aladrius
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.
by Aladrius
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...
by Aladrius
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...
by Aladrius
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...
by Aladrius
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.
by Aladrius
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...
by Aladrius
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...
by Aladrius
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...
by Aladrius
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...
by Aladrius
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...
by Aladrius
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...
by Aladrius
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...
by Aladrius
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...

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