Search found 294 matches
- Fri Mar 15, 2024 6:52 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33416
Re: Friday Facts #402 - Lightspeed circuits
Real world radars is for detecting stuff like enemies, not for transmitting data. So I think it would be better to make an new entity for transmitting data and leave the circuit connection for an future implementation of getting data of enemies/biters in the radar range. Then the radar would work mo...
- Fri Sep 29, 2023 11:30 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 100364
Re: Friday Facts #378 - Trains on another level
It's stated in the FFF that it's only in the DLC but it's in an separate mod so if you have the DLC you can play the old vanilla with only the elevated trains added if you want.husnikadam wrote: ↑Fri Sep 29, 2023 11:24 am1.) Is it a free 2.0 feature or expansion only? (I will get it either way )
- Fri Sep 08, 2023 1:00 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 816
- Views: 179540
Re: Friday Facts #375 - Quality
How will these qualities handle stacking? Especially wrt inserter hands. Will an inserter be slower, on average, if the quality levels are mixed? In a similar vein, will this interfere with all the optimizations around saturated belts? It sounds like 10% (or more) of end-game outputs could be highe...
- Fri Sep 08, 2023 11:30 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 816
- Views: 179540
Re: Friday Facts #375 - Quality
Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
- Fri Sep 08, 2023 11:29 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 816
- Views: 179540
Re: Friday Facts #375 - Quality
I hope on good mod support for quality. Stuff like be able for different recipes get results of different quality. Like making gears from iron -> base quality gears, from steel -> better quality gears, titanium -> even better quality. That would make it possible to make some mods I have been thinkin...
- Wed Dec 22, 2021 9:05 am
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 6039
Re: make more entity prototypes support rotation
Largely the issues with making something rotatable that the base game never needs to be rotated are: A) the entity code has to support it in a path base-game never runs (error prone) B) the entity needs to use more RAM to store the direction for every entity even when not used by the base game C) t...
- Thu Dec 09, 2021 12:46 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 6039
Rotatable chests
It would be nice to have moded rectangular chests and still be able to rotate blueprints 90 degrees. It's a request to make mods work better without being an API request. Vanilla chests is quadrates so they don't need to be rotated but moded ones may need it. In particular I am planning to use the m...
- Thu Dec 09, 2021 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Stacksize in tooltip
- Replies: 15
- Views: 4159
Re: Stacksize in tooltip
I am also missing info about stacksize. It's a real problem when hanling trains in big modpacks as Pyanodons.
- Sat Nov 27, 2021 11:25 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 186519
Re: 3 and 4 way intersections
Considering the original post asks to notify about errors in this thread I've looked through it to help out... Yep, score = ((set1+set2+set3)/3) * (2/lanes) is the correct formula and it now also says so in the description. - Irregular power pole usage: We don't really have strict rules for include...
- Mon Nov 22, 2021 7:23 pm
- Forum: Ideas and Requests For Mods
- Topic: Building train controll
- Replies: 6
- Views: 2280
Re: Building train controll
Does this mod meet or miss any of your requirements? https://mods.factorio.com/mod/ShuttleTrainRefresh I have tried it and it didn't help much. I think "Train network for Players" is better. Both mods is more made for hiking on trains than using a dedicated building train. There is also o...
- Mon Nov 22, 2021 4:19 pm
- Forum: Ideas and Requests For Mods
- Topic: Building train controll
- Replies: 6
- Views: 2280
Re: Building train controll
I just have a train with 2 stations: Supply (5s inactivity) and Building (empty circuit condition). At Supply the train gets filled with building materials and wherever I want to build stuff I place a blueprint with the Building train stop. I can send the train back to Supply for more items, remove...
- Mon Nov 22, 2021 2:18 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 186519
Re: 3 and 4 way intersections
3-way instersection 4 lanes buffered. Should have hight throuput and the design is quite easily expanded to more lanes if needed. https://factorioblueprints.tech/blueprint/1922530e-7c62-476c-a7a5-2b83aac6d9ce Made an variant for 2:4 trains the original is for 3:8 trains. https://factorioblueprints....
- Mon Nov 22, 2021 12:37 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 186519
Re: 3 and 4 way intersections
It's hard to find the separete scores for the LHD and RHD versions. For me the LHD and RHD versions is separate designs and shoundn't be lumped together. Is it possible to filter by LHD and RHD? Maybe also spacing between the rails. I chose LHD/RHD and spacing after the intersections I design not th...
- Mon Nov 22, 2021 10:14 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 186519
Re: 3 and 4 way intersections
I have a design that I haven't seen any other use and shouldn't be too bad. 4-way unbuffered https://factorioblueprints.tech/api/string/58825fa4cb867767173be6b21c27f8c6df053472 https://factorioblueprints.tech/blueprint/0fea15c0-b26b-4e9a-9ac7-de450d3521dd Nice, but it deadlocks. Checking the other ...
- Mon Nov 22, 2021 10:07 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 186519
Re: 3 and 4 way intersections
3-way instersection 4 lanes buffered. Should have hight throuput and the design is quite easily expanded to more lanes if needed.
https://factorioblueprints.tech/bluepri ... 83aac6d9ce
https://factorioblueprints.tech/bluepri ... 83aac6d9ce
- Mon Nov 22, 2021 9:58 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 186519
Re: 3 and 4 way intersections
I have a design that I haven't seen any other use and shouldn't be too bad. 4-way unbuffered https://factorioblueprints.tech/api/string/58825fa4cb867767173be6b21c27f8c6df053472 https://factorioblueprints.tech/blueprint/0fea15c0-b26b-4e9a-9ac7-de450d3521dd Nice, but it deadlocks. Then just add the c...
- Sun Nov 21, 2021 5:59 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 186519
Re: 3 and 4 way intersections
I have an design that I haven't seen any other use and shuldn't be to bad. 4-way unbufferd
https://factorioblueprints.tech/api/str ... c6df053472
https://factorioblueprints.tech/bluepri ... 450d3521dd
https://factorioblueprints.tech/api/str ... c6df053472
https://factorioblueprints.tech/bluepri ... 450d3521dd
- Sun Nov 21, 2021 3:17 pm
- Forum: Ideas and Requests For Mods
- Topic: Building train controll
- Replies: 6
- Views: 2280
Building train controll
I am often using an dedicated building train and the controls and UI of Factorio is not done for that. A mod to fix that would be greatly appreciated. Features 1. Shortcut key to send the train to an dedicated "home"/restock station. So set the “Home” station in the schedule and set the tr...
- Wed Jul 21, 2021 9:32 am
- Forum: Not a bug
- Topic: [1.1.36] Mod dependencies are not automatically activated when installing mod
- Replies: 7
- Views: 2858
Re: [1.1.36] Mod dependencies are not automatically activated when installing mod
Prety sure there is a setting for that
- Tue Jul 20, 2021 8:40 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1537365
Re: Development and Discussion
I have launced a couple of rockets with pure Angels with all the overhauls enabled. So I have some balance input. Only stuff that is to harsh, it's easiest to spot. 1. Construction robots is painfully slow early game. You need at least blue science to make them usefull and that needs a big and compl...