Search found 26 matches
- Mon Jun 15, 2020 1:01 am
- Forum: Ideas and Suggestions
- Topic: Custom constant value output for combinators
- Replies: 9
- Views: 3995
Re: Custom constant value output for combinators
Basically, Factorio needs a Computercraft (minecraft mod) equivalent. Maybe like creating a custom script and injecting it into a combinator. I have like zero time to mod, but if I ever get the time, I'm tempted to make an FPGA/Digital Logic mod that allows cleaner digital electronics engineering-s...
- Wed Jun 10, 2020 11:04 pm
- Forum: Ideas and Suggestions
- Topic: Make logistic requests draggable to a new position
- Replies: 4
- Views: 1565
Re: Make logistic requests draggable to a new position
Perhaps this suggestion could be more generically titled: "Allow logistic requests to be moved to a new position," to get around the X-Y problem. Specifically, if this limitation in the widget toolkit still exists: Not sure if this applies : https://forums.factorio.com/viewtopic.php?p=4527...
- Wed Jun 10, 2020 10:43 pm
- Forum: Gameplay Help
- Topic: Changing rotation direction with ghost rail planner?
- Replies: 3
- Views: 1313
Re: Changing rotation direction with ghost rail planner?
All right, at least it's not just me being silly. Thanks!
- Wed Jun 10, 2020 10:36 pm
- Forum: Gameplay Help
- Topic: Changing rotation direction with ghost rail planner?
- Replies: 3
- Views: 1313
Changing rotation direction with ghost rail planner?
Hi all! I've had a minor QoL annoyance since, I think, 0.18.0 and I'm wondering whether this is an actual control oversight or if I'm just missing something in the changed controls. Normally, with most objects, you can choose the direction of rotation by pressing R or Shift+R. In prior versions, I w...
- Sat Mar 10, 2018 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints - non-title field for added text info/comments
- Replies: 0
- Views: 767
Blueprints - non-title field for added text info/comments
Currently, the only arbitrary text you can include in a blueprint is in the title. This isn't a good place for even one sentence, since it doesn't wrap and ends up cluttering/breaking blueprint UIs (in the tooltip, when using a blueprint book, etc.). For those of us who work on more complex or techn...
- Sat Mar 10, 2018 7:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.28] Wide blueprint tooltips flash on/off
- Replies: 1
- Views: 2567
[0.16.28] Wide blueprint tooltips flash on/off
With a blueprint preview/tooltip that is wide enough to overlap where the cursor is, the tooltip will tend to flash on and off very quickly (possibly cycling every frame, did not measure this), probably due to the cursor position over top the preview when it appears. Refer to the screenshot below. I...
- Mon Jul 31, 2017 10:48 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 115818
Re: Do we need steam tanks?
The problem is what you already stated. While nuclear reactors heat up at a constant rate, the heat has to reach the heat exchangers and this is quite slow. So you cant run them on-demand very well. If you store some of the power in steam you have a good buffer until the rector is running at full p...
- Mon Jul 10, 2017 6:36 pm
- Forum: Energy Production
- Topic: The perfect OCD compliant nuclear power plant! --- Now v2.4!
- Replies: 147
- Views: 115818
Re: The perfect OCD compliant nuclear power plant! --- Now v2.4!
there is a problem with the code for the first Reactor setup. Try the full blueprint book (2/4/8-reactor blueprints), which includes that one - it's a link to a pastebin in the original post. If not, here's my export of the 8-reactor blueprint only, exported from version 0.15.28—see if this works? ...
- Wed Jul 05, 2017 5:55 am
- Forum: Gameplay Help
- Topic: Late-game (anti-behemoth) defense for outposts + rail lines?
- Replies: 7
- Views: 14954
Re: Late-game (anti-behemoth) defense for outposts + rail lines?
Thanks, all! Good few sets of ideas I'll have to play around with. Add some Flamethrower turrets. All you need is Underground Pipes and the Turrets. If you hook them up to Crude Oil, you have a Pipeline to the refinery at the same time. And Fire Damage really helps, Biters are really vulnerable agai...
- Sat Jul 01, 2017 8:20 pm
- Forum: Gameplay Help
- Topic: Late-game (anti-behemoth) defense for outposts + rail lines?
- Replies: 7
- Views: 14954
Late-game (anti-behemoth) defense for outposts + rail lines?
Hi all! I'm playing a multiplayer rail world and starting to expand out very far into 100M+ ore patches. These outposts are close to a lot of big enemy bases, and we've noticed our standard defensive pods (below, with walls in between for defense—we also use this to turret creep) aren't holding up w...
- Sat Jul 01, 2017 7:12 pm
- Forum: Releases
- Topic: Version 0.15.26
- Replies: 17
- Views: 16118
Re: Version 0.15.26
After this update I can no longer put blueprints into a book on my server. I get disconnected when I try to put them into a book. Completely stock game. This has already been fixed for the next release . For now, you can shift+click blueprints into a book (unfortunately won't allow you to reorder t...
- Sat Jul 01, 2017 10:06 am
- Forum: Duplicates
- Topic: Blueprints causing crashes
- Replies: 4
- Views: 1997
Re: Blueprints causing crashes
... it occurs to me I didn't post logs in my last message. Please find them attached. For the server, since it's been running for a while, I've snipped out irrelevant log lines (left only the startup stuff and the point where the bug occurs). Full session client log attached, happens 3 or 4 times - ...
- Sat Jul 01, 2017 6:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.25] Dsync Vanilla
- Replies: 3
- Views: 1520
Re: [0.15.25] Dsync Vanilla
Does it still happen in 0.15.26?
A bug was fixed that, in 0.15.25, caused desync for several of my server's users when they took action that changed the world (placing or removing items, etc.), among other things.
A bug was fixed that, in 0.15.25, caused desync for several of my server's users when they took action that changed the world (placing or removing items, etc.), among other things.
- Sat Jul 01, 2017 4:42 am
- Forum: Duplicates
- Topic: Blueprints causing crashes
- Replies: 4
- Views: 1997
Re: Blueprints causing crashes
I am experiencing the same issue as described in the first post, under these circumstances: Linux headless 0.15.26 server, Windows client, with both one of my previous Blueprint books and a brand new Blueprint book.
If devs need any further information to reproduce, I can try and provide it.
If devs need any further information to reproduce, I can try and provide it.
- Fri Jun 30, 2017 8:09 pm
- Forum: Releases
- Topic: Version 0.15.26
- Replies: 17
- Views: 16118
Re: Version 0.15.26
There also seem to have been these desync bugs that were fixed in 0.15.26. I wanted to mention it explicitly, since it doesn't seem to be in the notes but half our server's members have been waiting for 0.15.26 to see if it would fix the desync problems. (Yeah, we updated to 0.15.25 a bit hastily.)
- Fri Jun 30, 2017 5:39 pm
- Forum: Releases
- Topic: Version 0.15.25
- Replies: 13
- Views: 14695
Re: Version 0.15.25
It was on the site yesterday - it's possible they took it down due to some users experiencing severe desync issues. (My server is unplayable for two of our four players.)Arone wrote:The headless server page hasn't been updated. Any plans to update that?
They're currently deploying 0.15.26 though.
- Tue Jun 27, 2017 3:16 am
- Forum: General discussion
- Topic: Backup power toggle help
- Replies: 10
- Views: 8889
Re: Backup power toggle help
Combinators behave erratically during a brownout. Their output stays enabled in the last-known state, and they will not update their state until they are fully powered. This leads to problems in creating brownout protection apparatus because the combinators intended to shed load or connect addition...
- Tue Jun 27, 2017 1:00 am
- Forum: General discussion
- Topic: Backup power toggle help
- Replies: 10
- Views: 8889
Re: Backup power toggle help
Terminology: what you're looking for is a system with "hysteresis". Basically, below 25% it turns on, above 80% it turns off—that means that between 25% and 80% it just keeps whatever state (on/off) it had before. Classic hysteresis scenario. You'd want to use an SR latch, as Selvek said, ...
- Mon Jun 26, 2017 8:43 am
- Forum: General discussion
- Topic: Steam per MW
- Replies: 4
- Views: 2791
Re: Steam per MW
More intresting where how much steam it get from 1 Nuclear fuel (200 sec) Specific heat of water in Factorio is 200J/(°C*unit). In other words, it takes 200J to heat up one unit of water by 1°C. [1] Water starts at 15°C when from barrels or an offshore pump. Steam produced by heat exchangers is at ...
- Mon Jun 26, 2017 8:29 am
- Forum: General discussion
- Topic: Steam/diesel locomotives
- Replies: 20
- Views: 9161
Re: Steam/diesel locomotives
For electric, I might suggest requiring new infrastructure (i.e. the specific electrified rail items) and having a range limit (perhaps an electric rail network requires only one power point, or can only have them at stations, and can only transmit up to a certain length of rail, or effective power ...