Search found 530 matches
- Fri Nov 18, 2016 1:01 am
- Forum: Ideas and Suggestions
- Topic: Vehicle Assembly Plant / no hand crafting of tanks / trains
- Replies: 15
- Views: 15430
Re: Vehicle Assembly Plant / no hand crafting of tanks / trains
Well the rocket is built right in the silo. Vehicles can be built right in the some sort of depot or workshop.
- Thu Nov 17, 2016 3:18 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 289106
Re: [MOD 0.14.20] Robot Army. 0.2.3
Robots love to attack Robot Mining Site . Haha I wonder why? Does judos make his entity a different force? Is the force not allied with the player force? Does the squad of robots attack the building or the flying robots? The squad attacks the roboport sub-building and when I came to the mining site...
- Thu Nov 17, 2016 2:42 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 289106
Re: [MOD 0.14.20] Robot Army. 0.2.3
Robots love to attack Robot Mining Site.
- Sun Nov 13, 2016 9:32 am
- Forum: Combinator Creations
- Topic: Yoyo's Belt+Circuit contraptions
- Replies: 21
- Views: 10916
Re: Yoyo's Belt+Circuit contraptions
Looking forward to see what's coming next. BTW: this is why 9 belt tiles always gives a cosistent (integer) number — every straight belt have 32 slots per lane for items and every items take exactly 9 slots, so the full lane of the belt segment holds 3.555... items. But cicrcuit network can operate ...
- Sat Nov 12, 2016 8:40 pm
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 70525
Re: [MOD 0.13/0.14] Inventory Sensor
Sometimes I cannot make sensor to scan properly an inventory of a train(locomotive). I try to put it on either side of the train and still it doesn't work.
- Sat Nov 12, 2016 8:33 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 289743
Re: [Mod 0.14] Logistic Train Network
WOW! Why I didn't see this mod yesterday? I would spend all weekends playing with it. I gonna try this mod as soon as I can.
Does it work with modded locomotives such as electric or atomic trains?
Does it work with modded locomotives such as electric or atomic trains?
- Tue Nov 08, 2016 1:01 pm
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 36536
Re: Friday Facts #163 - New rails & New problems
@Deadly-Bagel , thanks. You are right. Anyway the number is really large. The most heavy spreadsheet is for trains. Locomotives consist of 256 frames of the body, 256 of the mask, 256 of the shadow and 512 frames of wheels. In total 1280 frames of roughly 18Mb. And they are really prominent for tha...
- Tue Nov 08, 2016 12:45 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade techs for trains and belts
- Replies: 16
- Views: 5872
Re: Upgrade techs for trains and belts
I've downloaded Atomic Locomotives by GotLag and love them a lot more than any electric train mod. They are a lot more managable in large quantities than conventional diesel trains.Deadly-Bagel wrote:Electric trains, I'm telling you. MUCH faster acceleration and more pull power.
- Tue Nov 08, 2016 5:07 am
- Forum: Ideas and Suggestions
- Topic: Upgrade techs for trains and belts
- Replies: 16
- Views: 5872
Re: Upgrade techs for trains and belts
Damned descrete logic! It ruins everything!
As for trains, I think adding a technology that looks like "+1 wagon without power losses" would be cool.
As for trains, I think adding a technology that looks like "+1 wagon without power losses" would be cool.
- Tue Nov 08, 2016 4:51 am
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 36536
Re: Friday Facts #163 - New rails & New problems
The guards I bet would require extra sprites for every type of crossing. But at least the gaps in the rails should be there. The gaps could be an extra layer that is put on top and lies next to each rail and is used as a mask on the previus top layer. If a rail crosses it creates a gap in the cross...
- Mon Nov 07, 2016 1:41 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade techs for trains and belts
- Replies: 16
- Views: 5872
Re: Upgrade techs for trains and belts
Belts: You cannot simply upgrade belt speed, cause that would destroy some rare but useful belt-tweaks, where the speed of the belts plays a role. Please name them. I remember much more whining on the change of the belt corners mechanics. If you speed all belts up by factor X you need also the redu...
- Sun Nov 06, 2016 3:53 pm
- Forum: Mods
- Topic: [MOD 0.15] Robot Mining Site 0.6.3
- Replies: 117
- Views: 89476
Re: [MOD 0.14] Robot Mining Site 0.5.0
BUG: Fake items are still a thing.
HOW TO REPEAT: Remove items from the mining site chest by hands, using loader/inserter or logistic bots. Wait until the chest is full again.
HOW TO REPEAT: Remove items from the mining site chest by hands, using loader/inserter or logistic bots. Wait until the chest is full again.
- Sat Nov 05, 2016 1:44 pm
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 36536
Re: Friday Facts #163 - New rails & New problems
Good stuff. If you are allready working un Rails, could you also add tunnels or bridges? It would be very nice to see as an addition to have multilayer trains. i see what you mean lol, but that would be hard i guess, because factorio is 2D. I guess they could make underground tracks like the underg...
- Sat Nov 05, 2016 1:16 pm
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 36536
Re: Friday Facts #163 - New rails & New problems
There should be several additional slots on them for signals (not just on the ends), otherwise they would be almost useless.kinnom wrote:Just do itV453000 wrote:S-bends might actually happen at some point, no promises though!
- Sat Nov 05, 2016 8:49 am
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 42877
Re: [MOD 0.14.2] Electric vehicles
So you want an envorenmentally friendly way of the species extermination, don't you?
- Sat Nov 05, 2016 8:31 am
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 36536
Re: Friday Facts #163 - New rails & New problems
Use the same rail sprites. Remove ballast sprites. Replace ties sprites with slabs sprites (optionally with hazard markings). Add slab endidng sprites for smooth transition between the slabs and the ties, make the priority in a such way that they are rendered above the ties. ... PROFIT! While easy ...
- Sat Nov 05, 2016 7:21 am
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 36536
Re: Friday Facts #163 - New rails & New problems
This is a topic we discussed and thought about quite a bit. The problem is, how do you decide where the concrete is drawn, and where it isn't. If it just immediately fades away from tile to tile, it would most likely look even more weird than it does at the moment. If you would have some concrete-s...
- Fri Nov 04, 2016 5:07 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade techs for trains and belts
- Replies: 16
- Views: 5872
Re: Upgrade techs for trains and belts
It doesn't make sense to me that researching a technology magically improves all of the existing infrastructure. But that's just how turrets, bots, labs, inserters, guns and ammo already work. What I would love to see is a mark2 version of the train and cargo wagon That would be a tedious task to r...
- Thu Nov 03, 2016 12:50 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade techs for trains and belts
- Replies: 16
- Views: 5872
Re: Upgrade techs for trains and belts
I must admit that increasing the cargo size might be not the best idea. Well, at least if made right I think it wouldn't harm. My suggestion comes along with 0.15 addition of infinite upgrades. One can't increase cargo size endlessly, so it's not that good as it was in my mind before verbalizing it....
- Thu Nov 03, 2016 3:51 am
- Forum: Mods
- Topic: [MOD 0.14.x] Small Artifacts
- Replies: 13
- Views: 9228