The shift key, can toggle the prefered state. Early game vs. late game.
Currently, 1.17.4 it is realy enoying if you are running out of the selected item.
Search found 18 matches
- Mon Mar 04, 2019 9:42 am
- Forum: Ideas and Suggestions
- Topic: Toggle ghost mode explicitly
- Replies: 16
- Views: 12223
- Mon Nov 13, 2017 7:45 pm
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 31938
Re: Friday Facts #216 - Paving a path for the GUI update
PS: What remains is just to replace lua with javascript ... <duck> ;) It'd be nice if they could replace lua with literally anything with better syntax. I don't see how IF x THEN --whatever ELSE --whatever else END is possible easier to parse than if (x) { //whatever } else { //whatever else } The ...
- Thu Jul 20, 2017 10:47 am
- Forum: Translations
- Topic: German localization discussion
- Replies: 232
- Views: 129859
Re: German localization discussion
Ich melde mich mal zu Wort.
"Gesamtleistung" empfinde ich bald besser als "Verbrauch". Drückt besser den Leistungsbedarf aus.
"Gesamtleistung" empfinde ich bald besser als "Verbrauch". Drückt besser den Leistungsbedarf aus.
- Thu May 11, 2017 12:12 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 232
- Views: 129859
Re: German localization discussion
Folgendes nicht schlimmes ist mir in der 0.15.10 aufgefallen:
- Fri May 05, 2017 3:05 pm
- Forum: Gameplay Help
- Topic: Is it possible to use one station for more than one fluid
- Replies: 23
- Views: 14401
Re: Is it possible to use one station for more than one fluid
I had sometimes the problem that the pumps (that have the task to empty the pipes) hold 0.0 liquid and will not pump any other liquid.
But the 3 tank separation sounds nice.
How I suggested, the best might be change to int's or superset all under 1.
But the 3 tank separation sounds nice.
How I suggested, the best might be change to int's or superset all under 1.
- Fri May 05, 2017 8:26 am
- Forum: Gameplay Help
- Topic: Is it possible to use one station for more than one fluid
- Replies: 23
- Views: 14401
Re: Is it possible to use one station for more than one fluid
... Looking at your design I see you are not bothered by unload speed whatsoever so this might be the best way for you. A good summary. The last part is true, and I already changed the setup to 3 seperated trains and pipes. I decided, that I only want one train per fluid, they deliver all stations....
- Thu May 04, 2017 10:40 pm
- Forum: Gameplay Help
- Topic: Is it possible to use one station for more than one fluid
- Replies: 23
- Views: 14401
Re: Is it possible to use one station for more than one fluid
Yes, the only way is to have 3 seperated pumps :( . The reason is, that the conditions work with int's and the fluids with float's. So, you will never build a condition, to empty the whole system to zero. Hopefully the dev's will change/fix this sometimes. This is a picture and the blueprint of the ...
- Thu May 04, 2017 12:08 pm
- Forum: Gameplay Help
- Topic: Is it possible to use one station for more than one fluid
- Replies: 23
- Views: 14401
Re: It not possible to use one station for more than one fluid
Hui, the planed setup/dream was: I send a signal to the raffenerie, if in one tank fits a whole train of fluids (with the encoded type, bitmask). This is the task of combinator setup in the bottom. Then the train will fill up with the correct fluid. And runs to the storage. The storage reads the con...
- Thu May 04, 2017 9:04 am
- Forum: Gameplay Help
- Topic: Is it possible to use one station for more than one fluid
- Replies: 23
- Views: 14401
Re: It not possible to use one station for more than one fluid
Thanks for the hint with the 3 pipelines. I will test, if I can have a full (75k x2) waggon and unload it via a 3 different pipes in my 3 storage systems. Normally, the tank waggon unloads until it is empty. So, it should work. And I can carry 3 fluids with one train over 2 stations. Btw. this is ^^...
- Wed May 03, 2017 10:15 pm
- Forum: Gameplay Help
- Topic: Is it possible to use one station for more than one fluid
- Replies: 23
- Views: 14401
Is it possible to use one station for more than one fluid
Hi, I tried to build a station, that can unload lubricant, light oil and acid. But on my first test I noticed, that if you unload the light oil after you unloaded lubricant the light oil turns into lubricant :( See picture: 20170503224200_1.jpg After this, I destroyed the storage and rebuild it. And...
- Tue May 02, 2017 4:19 pm
- Forum: Duplicates
- Topic: [0.15.6] Decorations do not get removed
- Replies: 1
- Views: 1065
[0.15.6] Decorations do not get removed
On this empty test area. 20170502180736_1.jpg I place concrete and stone tiles, but the decorations still exists. 20170502180817_1.jpg If I place the other type of tiles over the same area and the decorations get removed. 20170502180830_1.jpg Is this behaviour a bug or feature? I expected, that conc...
- Sun Oct 30, 2016 6:34 pm
- Forum: Technical Help
- Topic: Prevent Steam from updating the game?
- Replies: 8
- Views: 3084
Re: Prevent Steam from updating the game?
Hi Andy,
I do not know a way to block updates. But may be you should choose a beta programm: Right Click -> Properties -> Betas -> 0.13.19
Hope this helps.
I do not know a way to block updates. But may be you should choose a beta programm: Right Click -> Properties -> Betas -> 0.13.19
Hope this helps.
- Sun Oct 30, 2016 6:24 pm
- Forum: Gameplay Help
- Topic: Trouble with the train path finding
- Replies: 8
- Views: 3778
Re: Trouble with the train path finding
If you add additional Signals in your NETWORK, to block a route, the you can extend the range of an alternate path and can reach stations far away you wouldnt reach with lesser amount of Signals You are right. If I block the path with an ciruit signal, the correct path is choosen. But, that means t...
- Fri Oct 28, 2016 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Train pathing finding for equal named stations
- Replies: 0
- Views: 867
Train pathing finding for equal named stations
Hi, in the post https://forums.factorio.com/viewtopic.php?f=18&t=35203 I explained a problem with the path finding of trains. After reading (e.g. fff-68, wiki, reddit, ...) a lot about path finding in factorio and also playing arround with my setup. I thing that not finding the open station migh...
- Wed Oct 26, 2016 10:06 pm
- Forum: Gameplay Help
- Topic: Trouble with the train path finding
- Replies: 8
- Views: 3778
Re: Trouble with the train path finding
I played arround with the train schedule. And it seems there is a bound in the algorithm.
Or it is a bug. Should I file it in a different board?
Rule: If the train is too far away, it always selects the nearest station.
Conclusion: My idea will not work
Or it is a bug. Should I file it in a different board?
Rule: If the train is too far away, it always selects the nearest station.
Conclusion: My idea will not work
- Wed Oct 26, 2016 6:16 pm
- Forum: Gameplay Help
- Topic: Simple Question about Solar
- Replies: 26
- Views: 7687
Re: Simple Question about Solar
Simple answer: Yes.
- Tue Oct 25, 2016 8:26 pm
- Forum: Gameplay Help
- Topic: Trouble with the train path finding
- Replies: 8
- Views: 3778
Re: Trouble with the train path finding
I tried this, but this results in an endless loop. The train arrives at C, the ciruit switches the signal to green. The train stopps at the "Support" stop and goes back to the Base (A). Then it gets the command to go to a "Support" stop. It calc's the path to C, and so on. Puttin...
- Tue Oct 25, 2016 3:54 pm
- Forum: Gameplay Help
- Topic: Trouble with the train path finding
- Replies: 8
- Views: 3778
Trouble with the train path finding
Hello, for every outpost I use a train stop (name is always "Support") for the daily needed stuff (Turrets, Repair Kits, ...). If a outpost runs short on some item, it sets the train signal of his station to green and sends a signal to the main station (A). The support train calculates a p...