Search found 289 matches
- Wed Dec 22, 2021 9:05 am
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 13
- Views: 1104
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: 13
- Views: 1104
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: 1564
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: 163
- Views: 39368
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: 621
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: 621
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: 163
- Views: 39368
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: 163
- Views: 39368
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: 163
- Views: 39368
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: 163
- Views: 39368
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: 163
- Views: 39368
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: 163
- Views: 39368
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: 621
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: 1043
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: 3742
- Views: 957545
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...
- Wed Jul 14, 2021 6:54 pm
- Forum: Pending
- Topic: [Lou][1.1.34] Crash when moving electric pole
- Replies: 7
- Views: 1381
Re: [Lou][1.1.34] Crash when moving electric pole
I have crashed the game a long time ago when moving an reacharging roboport out of the electric network.
- Tue May 25, 2021 2:46 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3708
- Views: 740305
Re: Manganese oxide
I changed to
category = "chemical-smelting",
And now I can do the recipe in the chemical furnace
category = "chemical-smelting",
And now I can do the recipe in the chemical furnace
- Tue May 25, 2021 2:37 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3708
- Views: 740305
Manganese oxide
I am playing Angels without bobs and all the overhauls enabled. I encountered a bug where the Manganese oxide recipe don't have any machine it can be made in. In an ore processor3 the recipe comes up but is red and if I try to select it it say can't be used in this mashine. I suspect it's the fluid ...
- Thu Jan 14, 2021 7:29 pm
- Forum: Not a bug
- Topic: [1.1.9] Roboports in vehicles don't work properly
- Replies: 16
- Views: 1951
Re: [1.1.9] Roboports in vehicles don't work properly
One more confusing test
I used the decon planer to deconstr trees outside roboport range and drove into range and the bots worked!
Then placed a few ghost rails outside roboport and the bots didn't work. So the inconsistency with deconstr/constr wasn't that I only deconed trees inside the roborange.
I used the decon planer to deconstr trees outside roboport range and drove into range and the bots worked!
Then placed a few ghost rails outside roboport and the bots didn't work. So the inconsistency with deconstr/constr wasn't that I only deconed trees inside the roborange.
- Thu Jan 14, 2021 6:53 pm
- Forum: Not a bug
- Topic: [1.1.9] Roboports in vehicles don't work properly
- Replies: 16
- Views: 1951
Re: [1.1.9] Roboports in vehicles don't work properly
I was testing a little bit more. If you place a ghost in the construction area the bots builds directly. If you place the ghosts outside the building area and drive into range the bot's take a long time to realize they can build it. Then if you place more ghosts close to the old they only build the ...