Search found 139 matches

by leoch
Sat Oct 18, 2025 8:31 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 100
Views: 172054

Re: Space Platform 101 Discussion

Thanks for the responses. I am using the planetary distance adjustments to increase the distances between planets, and as such it can be useful having multiple platforms even on a single route. Of course this may result in performance issues later in the game!


If you give both identical platform ...
by leoch
Thu Oct 16, 2025 11:47 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 100
Views: 172054

Re: Space Platform 101 Discussion

How do I schedule one ship (platform) to leave when another leaves from a different planet? With trains we can limit the number able to travel to a station but planets don't have this functionality.

I'm trying to make platform 1 load/unload at Nauvis while 2 is loading at Vulcanus etc. Without some ...
by leoch
Sun Feb 09, 2025 7:36 pm
Forum: Ideas and Suggestions
Topic: Remove power cables from power poles on space platforms
Replies: 1
Views: 287

Remove power cables from power poles on space platforms

Power poles are sometimes used on space platforms to connect circuit wires. This is fine in my opinion (though maybe some people would prefer not to do this).

What is not fine is that by default these poles get copper power lines. We don't want those in space because (a) they do nothing useful and ...
by leoch
Sat Apr 27, 2024 10:36 am
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 161
Views: 57729

Re: Friday Facts #408 - Statistics improvements, Linux adventures

Any chance you can make the colours match on production and consumption graphs?
by leoch
Tue Dec 19, 2023 8:15 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 153
Views: 56820

Re: Friday Facts #389 - Train control improvements

Really nice improvements there!

Only two other train "mods" I can think of that you missed:
by leoch
Wed Oct 21, 2020 9:52 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 114256

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Amusing how no one mentioned the mod that does exactly this train limit thing: Concurrent Train Restriction.
by leoch
Mon Jun 01, 2020 1:18 pm
Forum: Releases
Topic: Version 0.18.28
Replies: 7
Views: 11268

Re: Version 0.18.28




Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side.
Improved save/load performance of mod script data.




Does any one have a reference posts on these two changes ?


In case you didn't see it yet, bottom of the last blog post: https://www ...
by leoch
Sat May 16, 2020 5:20 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 165826

Re: [MOD 0.14] Alien Biomes

This mod won't load under the latest version of Factorio:

Failed to load mods: Error in assignID: tile with name 'dirt-1' does not exist.

(Confirmed it's caused by this mod.)

I'm surprised it hasn't already been reported because this is a great mod.

P.S. I have no intention of joining Earendel ...
by leoch
Thu Apr 30, 2020 8:15 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 44649

Re: Version 0.18.22


Where do you find this "minor patch" description?

Where do you find the promise that an update to the experimental beta branch won't break anything?

You probably shouldn't be on the experimental branch if it's this upsetting to you that things might break.

Go find out what SemVer is. Not ...
by leoch
Thu Apr 30, 2020 2:24 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 44649

Re: Version 0.18.22

Er, yes. Yay, a "minor patch" broke lots of stuff!

Any chance you guys can use SemVer and do at least rudimentary testing that patch-releases don't break mods? This also implies checking a player *really* wants to upgrade to the next minor version (e.g. 0.19).
by leoch
Sat Apr 11, 2020 8:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
Replies: 8
Views: 6516

Re: [0.18.13] Character GUI misses `Logistics` tab after upgrade

I finally got around to bisecting the issue — [Combat Roboports](https://mods.factorio.com/mod/combat-roboports) is responsible. (I still needed to use the reset command(s) after removing the mod.)
by leoch
Sun Apr 05, 2020 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
Replies: 8
Views: 6516

Re: [0.18.13] Character GUI misses `Logistics` tab after upgrade

Yup.

$ rg true mod-list.json -B1 | rg name | cut -d: -f2
"base",
"adamo-carbon",
"adamo-chopper",
"adamo-cinefaction",
"adamo-nuclear",
"adamo-physics",
"adamo-spacesuit",
"AtomicArtillery",
"AutoDeconstruct",
"Automatic_Coupling_System",
"Automatic_Train_Painter",
"BetterUncoupling ...
by leoch
Sat Apr 04, 2020 10:27 am
Forum: Resolved Problems and Bugs
Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
Replies: 8
Views: 6516

Re: [0.18.13] Character GUI misses `Logistics` tab after upgrade

I still have this problem. Running the command above to reset technology effects does not fix the issue. Any other ideas?
by leoch
Tue Mar 31, 2020 1:43 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 35183

Re: Version 0.18.13

I already have 0.18.17. But thanks for the reference.
by leoch
Fri Mar 27, 2020 10:14 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 35183

Re: Version 0.18.13



Gui

Changes

Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots.



After upgrading there is no `Logistics` tab in my character screen, however `Logistic robotics` item is ...
by leoch
Mon Mar 11, 2019 3:23 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 64872

Re: [MOD 0.16, 0.17] Realistic Electric Trains

But why do you need to put a buffer in the power pole? The Induction Charging mod is able to charge player/vehicle equipment grids directly from ordinary power poles. Combined with the Electric Vehicles mod (the .16 one at least; haven't tried the latest) this allowed pretty good electric trains in ...
by leoch
Sun Sep 16, 2018 6:59 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 166154

Re: Friday Facts #260 - New fluid system

Alternative to above ↑ for flow control:

- standard pipes can only form two connections, i.e. straight or corner
- a new piece, pipe hub, can form up to 4 connections

Also, please consider dedicated graphics for diagonal pipes as with rails (and maybe even a pipe planner).
by leoch
Fri Aug 17, 2018 4:52 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 65680

Re: Friday Facts #256 - The little things 3

Another little thing: can you fix requests getting filled by distant bots in a big network? Often it's quicker for a local bot to do two jobs than wait for a distant bot to arrive.

Similarly for storage: why do bots place stuff in far away storage when there's much nearer options?

And pre-emptive ...
by leoch
Thu Aug 02, 2018 1:12 pm
Forum: News
Topic: Friday Facts #253 - Fans & Fun
Replies: 74
Views: 42600

Re: Friday Facts #253 - Fans & Fun

You don't plan to solve the "glitch" then: trying to walk up a blue belt placed on a slow surface (sand) is impossible.

Why exactly does the surface under the belt affect player speed?
by leoch
Tue Jul 10, 2018 6:59 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 78250

Re: Friday Facts #250 - Dead end conclusion

I'm not bothered how you present the blueprint library, but my main issues with blueprints:


there is no easy way to copy a blueprint
modifying blueprints only allows removal of elements; adding something requires recreating it which is a lot of work for some large blueprints
there is no ...

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