Search found 504 matches

by FuryoftheStars
Tue Nov 30, 2021 3:19 pm
Forum: Gameplay Help
Topic: What am I doing wrong with train?
Replies: 3
Views: 107

Re: What am I doing wrong with train?

But it is not working as intended. It unloads as planned in Islamabad but not unloading at Lahore station. The train just stops. Everything is in place. Even filter inserters. But no luck. I'm curious, you say it just stops, but where? Does it successfully navigate to Lahore station and stop at the...
by FuryoftheStars
Mon Nov 29, 2021 4:38 am
Forum: Mod portal Discussion
Topic: Hall of Fame on the Mods portal
Replies: 2
Views: 83

Re: Hall of Fame on the Mods portal

I’m not sure what benefit this adds? If I had a mod on there that became fully integrated into the game, I’d take steps to warn the people using it to disable and uninstall (as it may cause conflicts) and eventually just delete the whole thing. I don’t see the value in moving a mod (that’s essential...
by FuryoftheStars
Sun Nov 28, 2021 11:38 pm
Forum: Technical Help
Topic: factorio.exe goes missing from x64 file
Replies: 7
Views: 257

Re: factorio.exe goes missing from x64 file

Well not sure what to tell you, but when the game is booted to start, the exe is still there. When trying to join a friends game, it crashes and the exe is gone. Is your enabled mod list the same as your friend’s? If not, then that could likely cause the scenario Rseding91 mentions. Try disabling y...
by FuryoftheStars
Sun Nov 28, 2021 6:35 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 64
Views: 5100

Re: 3 and 4 way intersections

Another related issue is also the question of rail signal placement. You can place signals in multiple different ways, like purely performance optimized or allowing trains to repath while waiting or like they would be in an actual rail set . All of these make some sense from a gameplay perspective ...
by FuryoftheStars
Sun Nov 28, 2021 6:31 am
Forum: Ideas and Suggestions
Topic: Improve Basic Circuit Overview
Replies: 11
Views: 2262

Re: Improve Basic Circuit Overview

Agree and support. So many combinator setups I have blueprinted not for time sake, but because I can't actually figure out how they work.
by FuryoftheStars
Sun Nov 28, 2021 6:27 am
Forum: Ideas and Suggestions
Topic: High-DPI enhancements
Replies: 5
Views: 161

Re: High-DPI enhancements

Maybe something for a fog of war on the edges? The game already limits how far you can zoom out independently of display DPI. Yes, however, that leads to the issues I mentioned in my second paragraph. That said, as you mentioned, this thread is not about wide screen, so I won't discuss it further.
by FuryoftheStars
Sun Nov 28, 2021 6:24 am
Forum: Modding help
Topic: Checking for non-existant localization
Replies: 3
Views: 117

Re: Checking for non-existant localization

Hmm, ok. I have noticed some that have item names but not entity, but those most likely don't have place results. Thanks.
by FuryoftheStars
Sat Nov 27, 2021 4:03 pm
Forum: Ideas and Suggestions
Topic: High-DPI enhancements
Replies: 5
Views: 161

Re: High-DPI enhancements

Hm. I think I don’t have such a big screen, so I have problems to imagine that: wouldn’t that be kind of cheating in multiplayer? Maybe something for a fog of war on the edges? It would be nice, though, if the devs could account for higher DPI and wide screens. It's an issue either way... either yo...
by FuryoftheStars
Sat Nov 27, 2021 3:29 pm
Forum: Modding help
Topic: Checking for non-existant localization
Replies: 3
Views: 117

Re: Checking for non-existant localization

No one, eh? I mean, I already know neither of these work: localised_name = {"", {"item-name.steam-loco-cartridge"}, ": ", {"item-name."..name or "entity-name."..name}} localised_name = {"", {"item-name.steam-loco-cartridge"}, &quo...
by FuryoftheStars
Sat Nov 27, 2021 3:01 pm
Forum: Ideas and Suggestions
Topic: Add cambinator training to the in-game tutorial.
Replies: 8
Views: 199

Re: Add cambinator training to the in-game tutorial.

And a directly connected pump/switch can't have 2 conditions, so the orange isn't even possible. I think there may be a grammar/translation mistake in there. Note they start with "what is the difference between", meaning there should probably be an "and" in there somewhere, I'm ...
by FuryoftheStars
Fri Nov 26, 2021 5:02 pm
Forum: Ideas and Suggestions
Topic: Add cambinator training to the in-game tutorial.
Replies: 8
Views: 199

Re: Add cambinator training to the in-game tutorial.

Much of it I think is more optional. For example, a sushi belt is simply a personal choice of reducing the number of belts/overall size of the setup, but at the expense of individual item throughput. That said, for some people (like myself), hands on usage/training is always superior and as such I'd...
by FuryoftheStars
Fri Nov 26, 2021 1:56 pm
Forum: Modding help
Topic: Set Red Signal
Replies: 4
Views: 112

Re: Set Red Signal

Oh, yeah, I didn’t think of it that way. Even if there isn’t one like that, you should be able to connect an invisible red or green wire, right?
by FuryoftheStars
Fri Nov 26, 2021 1:38 pm
Forum: Modding help
Topic: Set Red Signal
Replies: 4
Views: 112

Re: Set Red Signal

If I’m understanding what you’re looking for correctly, the color of the signal you generate depends on the color of the wire you transmit it on. So if you wanted to generate a red iron plate and a green copper plate signals, you’d need two separate sources: one transmitting the iron plate with only...
by FuryoftheStars
Thu Nov 25, 2021 3:00 pm
Forum: Ideas and Suggestions
Topic: Seas of Factorio
Replies: 3
Views: 134

Re: Seas of Factorio

I like this.
by FuryoftheStars
Thu Nov 25, 2021 2:54 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Spidertron's infinite patrol
Replies: 10
Views: 486

Re: Spidertron's infinite patrol

gGeorg wrote:
Thu Nov 25, 2021 9:57 am
get wagon fully loaded to get weight so to slow it even more.
I thought something like that required a mod?
by FuryoftheStars
Thu Nov 25, 2021 2:16 pm
Forum: Outdated/Not implemented
Topic: Inserter swinging before checking circuit signal
Replies: 24
Views: 690

Re: Inserter swinging before checking circuit signal

Actually, the inserter has already started the process of swinging in tick 2. You just see the results of it in 3. You can remove the items from the chest after tick 2, then the inserter doesn't swing. It definitely doesn't have them yet. As far as I can tell in tick 2 the inserter decides that it'...
by FuryoftheStars
Thu Nov 25, 2021 8:05 am
Forum: Outdated/Not implemented
Topic: Inserter swinging before checking circuit signal
Replies: 24
Views: 690

Re: Inserter swinging before checking circuit signal

Apologies, yes, the signal is “at” the inserter at tick 2, however the inserter will not process it until the following tick. This is how all entities work and I’m pretty sure it was deliberate. If all entities processed their signals on the same tick as they received them, I can see loops creating...
by FuryoftheStars
Thu Nov 25, 2021 7:39 am
Forum: Outdated/Not implemented
Topic: Inserter swinging before checking circuit signal
Replies: 24
Views: 690

Re: Inserter swinging before checking circuit signal

The train station signal changes, but the signal does not change at the inserter until 1 tick later. That is the signal at the inserter. Tick 1: the train arrives, the train stop sets the output, the inserter starts swinging. Tick 2: the inserters controller processes the signal and disables the in...
by FuryoftheStars
Thu Nov 25, 2021 7:06 am
Forum: Outdated/Not implemented
Topic: Inserter swinging before checking circuit signal
Replies: 24
Views: 690

Re: Inserter swinging before checking circuit signal

Apologies, yes, the signal is “at” the inserter at tick 2, however the inserter will not process it until the following tick. This is how all entities work and I’m pretty sure it was deliberate. If all entities processed their signals on the same tick as they received them, I can see loops creating ...
by FuryoftheStars
Thu Nov 25, 2021 4:33 am
Forum: Modding help
Topic: Checking for non-existant localization
Replies: 3
Views: 117

Checking for non-existant localization

Ok, so I have an item that is procedurally generated. As such, I'm also procedurally generating the name for it. localised_name = {"", {"item-name.steam-loco-cartridge"}, ": ", {"item-name."..name}}, The problem here is that, apparently, not all the items I'm ...

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