Search found 136 matches
- Sat Apr 27, 2024 10:36 am
- Forum: News
- Topic: Friday Facts #408 - Statistics improvements, Linux adventures
- Replies: 156
- Views: 25274
Re: Friday Facts #408 - Statistics improvements, Linux adventures
Any chance you can make the colours match on production and consumption graphs?
- Tue Dec 19, 2023 8:15 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 33968
Re: Friday Facts #389 - Train control improvements
Really nice improvements there!
Only two other train "mods" I can think of that you missed:
Only two other train "mods" I can think of that you missed:
- Let all locomotives work: https://mods.factorio.com/mod/MultipleUnitTrainControl
- Something like https://mods.factorio.com/mod/TrainSpeeds
- Wed Oct 21, 2020 9:52 pm
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 90537
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.
- Mon Jun 01, 2020 1:18 pm
- Forum: Releases
- Topic: Version 0.18.28
- Replies: 7
- Views: 10246
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.factorio.com/blog/post...
- Sat May 16, 2020 5:20 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 138465
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's Dis...
- Thu Apr 30, 2020 8:15 pm
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 36985
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 ...
- Thu Apr 30, 2020 2:24 pm
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 36985
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).
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).
- 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: 5108
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.)
- 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: 5108
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", ...
- 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: 5108
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?
- Tue Mar 31, 2020 1:43 pm
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 28373
Re: Version 0.18.13
I already have 0.18.17. But thanks for the reference.
- Fri Mar 27, 2020 10:14 pm
- Forum: Releases
- Topic: Version 0.18.13
- Replies: 57
- Views: 28373
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 already researched. T...
- Mon Mar 11, 2019 3:23 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 54356
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 ...
- Sun Sep 16, 2018 6:59 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 128919
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).
- 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).
- Fri Aug 17, 2018 4:52 pm
- Forum: News
- Topic: Friday Facts #256 - The little things 3
- Replies: 111
- Views: 52448
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 ch...
- Thu Aug 02, 2018 1:12 pm
- Forum: News
- Topic: Friday Facts #253 - Fans & Fun
- Replies: 74
- Views: 35205
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?
Why exactly does the surface under the belt affect player speed?
- Tue Jul 10, 2018 6:59 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 61568
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 versioning o...
- Thu Jun 21, 2018 7:57 pm
- Forum: General discussion
- Topic: Aren't construction bots available too late?
- Replies: 88
- Views: 34875
Re: Aren't construction bots available too late?
You could just use a fast-start mod; that's what I do now. Aside from that, you can build construction bots using only a very basic refinery set-up. Carry a bunch of engine units over to a simple electric engine assembler. Pip petroleum out for a small plastic & battery facility. Important point...
- Fri Jun 15, 2018 7:33 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 67899
Re: Friday Facts #246 - The GUI update (Part 3)
Nice work on the GUI. Now you can try improving map-generation to use user-centric units instead of internal model parameters, e.g. replace the size/frequency/richness stuff with 'average amount of ore per km^2" (or other area unit), compactness, and randomness. (You can even use the same model...
- Fri Mar 09, 2018 6:01 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 116530
Re: [MOD 0.16] Realistic Reactors
After a little experimentation, I realised the "start" signal is only for starting, i.e. the reactor won't stop automatically when the fuel cell is exhausted if the start signal is no longer present. Would it make sense to add that? I managed to make a very compact reactor with independent...