Search found 273 matches

by Trebor
Mon Jun 29, 2020 5:00 pm
Forum: Gameplay Help
Topic: train stackers not recognized by trains
Replies: 11
Views: 502

Re: train stackers not recognized by trains

I routinely abuse this. I will make a Train Fuel train. This train has two stations on its schedule : Train Fuel Pickup (where it does just that) and a number of Train Fuel Drop Off stations. Those Train Fuel Drop Off stations are only turned on when the fuel I’m using falls below a certain amount ...
by Trebor
Sun Jun 21, 2020 6:16 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1746
Views: 259476

Re: pY Coal Processing - Discussion

I just tried some (that is no all) of Py mods and had a problem as I couldn't make red science (Automation science packs) because I didn't have any coke. With a little research I found that Py Coal changes the recipe for red science to require coke but doesn't give you a recipe for coke until after ...
by Trebor
Sat Jun 20, 2020 2:01 pm
Forum: Outdated/Not implemented
Topic: Underground assembly lines
Replies: 2
Views: 136

Re: Underground assembly lines

Koub wrote:
Sat Jun 20, 2020 8:39 am
It is shown when you mouse over :
Underground belt
Look closely at the hood, it is shown.
by Trebor
Tue Apr 28, 2020 6:07 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt Input Equalizer
Replies: 5
Views: 622

Re: Belt Input Equalizer

This also discusses lane balances:
viewtopic.php?f=202&t=74911
by Trebor
Sun Apr 12, 2020 8:49 am
Forum: Gameplay Help
Topic: Balance unequal belt lane speeds
Replies: 20
Views: 6672

Re: Balance unequal belt lane speeds

impetus maximus wrote:
Thu Aug 31, 2017 7:03 am
i just load them with gravel or wood first then not worry about it.
:D
by Trebor
Tue Mar 24, 2020 7:07 pm
Forum: Ideas and Suggestions
Topic: Temporary Stations = Manual train mode
Replies: 20
Views: 1802

Re: Temporary Stations = Manual train mode

I couldn't find a single person who wouldn't prefer that the temporary train station would put train in manual mode once reached! Developers please change this! In my eyes as moderator I don’t see that there isn’t “a single person”. There are quite mixed opinions about this topic and many dozens of...
by Trebor
Tue Mar 17, 2020 12:21 pm
Forum: Won't implement
Topic: Entity Creation Tick
Replies: 4
Views: 258

Re: Entity Creation Tick

Question from a non-modern: Is it possible to store extra data in entities you create? Can you get the current tick?
by Trebor
Fri Feb 28, 2020 9:04 pm
Forum: Gameplay Help
Topic: 2 belt lane load balancer?
Replies: 6
Views: 530

Re: 2 belt lane load balancer?

There’s also this thread: viewtopic.php?p=452645#p452645

The last lane balancer is pretty good.
by Trebor
Sun Feb 16, 2020 11:27 pm
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 8762

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

Can we work on making the alien / survival dynamic a little more... deep? Like, I'd like to see other forms of life on the planet. Birds? Mammals? What do the bugs eat? DO they eat? Maybe there's some kind of earthquake activity, or volcanos, or I don't know, acid storms. I guess I'm just sad that ...
by Trebor
Mon Dec 23, 2019 2:47 pm
Forum: Outdated/Not implemented
Topic: Rotate objects on belts
Replies: 7
Views: 526

Re: Rotate objects on belts

ssilk wrote:
Mon Dec 23, 2019 9:31 am
Technically the game needs to add an angle for all items.
The item angle could be tied to the belt direction, so no extra memory needed.
by Trebor
Mon Dec 09, 2019 7:22 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15997

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

bleistift2 wrote:
Mon Dec 09, 2019 1:16 am
I never knew burner inserters could feed themselves :shock: That adds some real usefulness to them!
This why many backup steam power units incorporate them, they will startup on their one once fuel is restored.
by Trebor
Mon Dec 09, 2019 7:08 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3572
Views: 617859

Re: Development and Discussion

jodokus31 wrote:
Mon Dec 09, 2019 6:16 pm
However, there's an initial barrier to overcome: Handling empty barrels, which can end really bad :D
Oh yes, I’ve done that so many times. (I’m still using barrels though.)
by Trebor
Sat Nov 16, 2019 10:45 pm
Forum: Gameplay Help
Topic: Best fuel for coal liquefaction?
Replies: 1
Views: 366

Best fuel for coal liquefaction?

What are the pros and cons of coal vs solid fuel vs rocket fuel for making steam for coal liquefaction?
by Trebor
Tue Nov 12, 2019 8:18 pm
Forum: Won't fix.
Topic: [0.17.76] Compilatron rudely deletes my Iron Ore Setup early on
Replies: 5
Views: 538

Re: [0.17.76] Compilatron rudely deletes my Iron Ore Setup early on

Could the tiles be marked so the player can’t build on them?
by Trebor
Tue Nov 12, 2019 7:45 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1188
Views: 161349

Re: Simple Questions and Short Answers

Is there an UPS difference between an entity connected to an electric network that has no fuel and one connected to an open switch?
by Trebor
Tue Nov 12, 2019 3:32 pm
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 15
Views: 905

Re: Make visible mark on boxes if the volume limit is set

Excellent idea (like anything including more bottleneck-mod‘ish features in Vanilla) both the proposed tooltip and the visual representation in alt mode. What about a bluish „item bar“ filling up (analog to the depleting health bar), if you set a stack limit the bar is drawn with a vertical pointer...
by Trebor
Tue Nov 05, 2019 2:03 pm
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 15
Views: 905

Re: Make visible mark on boxes if the volume limit is set

welens wrote:
Tue Nov 05, 2019 1:19 pm
With new tooltip system I have small suggestion to add number of stack allowed being shown on tooltip.
Something like:
woodbox-tooltip.png
+1
by Trebor
Sat Sep 14, 2019 9:50 pm
Forum: Railway Setups
Topic: How to load 4 blue belts per wagon?
Replies: 52
Views: 9147

Re: How to load 4 blue belts per wagon?

This loads just less then 3 blue belts:
Screen Shot 2019-09-14 at 5.43.57 PM.png
Screen Shot 2019-09-14 at 5.43.57 PM.png (6.47 MiB) Viewed 1538 times
by Trebor
Mon Sep 09, 2019 3:23 pm
Forum: Duplicates
Topic: Wires, blueprints
Replies: 4
Views: 349

Re: Wires, blueprints

There’s a power pole mod with a 3x3 area for just this problem.

Edit: https://mods.factorio.com/mod/TinyPole
by Trebor
Sat Sep 07, 2019 3:33 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt math, using lower tier belts to effect.
Replies: 77
Views: 7772

Re: Belt math, using lower tier belts to effect.

48 = 8 * 6 (8 items on each of 6 belt tiles). The right most column shows how many items are on a belt (output belts), the bottom row shows which items are being consumed (input belts). The other number show how much of an input belt is on an output belt. ------- I propose 3 attributes for categoriz...

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