Search found 10 matches
- Sun Nov 26, 2023 8:13 am
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 68575
Re: Friday Facts #381 - Space Platforms
just the engines alone already have the graphic quality and detail the entire game should have. Look how eye-catching it is amidst all that static, low-detail texture of the rest of the island. Excited for this, but at the same time, think they should've put the same visual design effort into ...
- Thu Sep 14, 2017 9:49 am
- Forum: Ideas and Suggestions
- Topic: Receive signals from moving trains
- Replies: 11
- Views: 5022
Re: Receive signals from moving trains
While letting a normal signal output TrainID makes sense, reading data off the train on the go is imo over the top.
You can make a train stop before the gates and prevent a train from going in for some time or until some circuit signal.
You can make this "buffer" area heavily defended with wall ...
You can make a train stop before the gates and prevent a train from going in for some time or until some circuit signal.
You can make this "buffer" area heavily defended with wall ...
- Thu Sep 14, 2017 4:15 am
- Forum: Ideas and Suggestions
- Topic: Receive signals from moving trains
- Replies: 11
- Views: 5022
Re: Receive signals from moving trains
That is the point.. is not fast enough . I just want to receive a signal regardless of ANY change in speed, destination. Just by "passing by" that point. I tested with train stations and lost quite few cars when i really needed it to work. Did you ever saw an "all out" bitter map? is just red ...
- Tue Sep 12, 2017 10:24 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 33125
Re: Geothermal - A clean, but powerful power source all day long
Well now, everything is clarified. I'll keep using it.
Thanks for all, and good job!
Thanks for all, and good job!
- Tue Sep 12, 2017 8:21 am
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 33125
Re: Geothermal - A clean, but powerful power source all day long
Oh I do know. Hot liquid coming from the main plant isn't the issue here. I'm talking about second building, where hot liquid + cold liquid = steam happens, that was the subject of my first questioning.
About the "API doesn't allow it". Is it possible make another entity using the reactor as base ...
About the "API doesn't allow it". Is it possible make another entity using the reactor as base ...
- Tue Sep 12, 2017 8:08 am
- Forum: Ideas and Suggestions
- Topic: Receive signals from moving trains
- Replies: 11
- Views: 5022
Re: Receive signals from moving trains
I have already made this suggestion several months ago in the following thread:
https://forums.factorio.com/viewtopic.php?f=6&t=47541 Signals should send Train-ID to circuit network
In the first post of that thread, I suggested that the signal should be able to read the Train-ID of all passing ...
https://forums.factorio.com/viewtopic.php?f=6&t=47541 Signals should send Train-ID to circuit network
In the first post of that thread, I suggested that the signal should be able to read the Train-ID of all passing ...
- Mon Sep 11, 2017 5:16 pm
- Forum: Ideas and Suggestions
- Topic: Receive signals from moving trains
- Replies: 11
- Views: 5022
Re: Receive signals from moving trains
That is the point.. is not fast enough . I just want to receive a signal regardless of ANY change in speed, destination. Just by "passing by" that point. I tested with train stations and lost quite few cars when i really needed it to work. Did you ever saw an "all out" bitter map? is just red ...
- Fri Sep 08, 2017 8:11 pm
- Forum: Ideas and Suggestions
- Topic: Receive signals from moving trains
- Replies: 11
- Views: 5022
Receive signals from moving trains
TL;DR
A way get signal from moving trains if they pass a certain point
What ?
Explanation
I have a server with a couple and we play on "alien swarm" mode, having bitters all the way up in quantity and colony size.
We have dozens of rails going in and out of the main core factory with a heavy ...
A way get signal from moving trains if they pass a certain point
What ?
Explanation
I have a server with a couple and we play on "alien swarm" mode, having bitters all the way up in quantity and colony size.
We have dozens of rails going in and out of the main core factory with a heavy ...
- Thu Sep 07, 2017 8:13 pm
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 33125
Re: Geothermal - A clean, but powerful power source all day long
I'll download it when get home but for now:
This mod has 2 structures, right?
One for the heat source, other to boil the water?
What is that red thing? Is it possible to make just 1 structure over the heat source with 1 in (water) 1 out (steam)?
But i believe the way you setup all this is to ...
This mod has 2 structures, right?
One for the heat source, other to boil the water?
What is that red thing? Is it possible to make just 1 structure over the heat source with 1 in (water) 1 out (steam)?
But i believe the way you setup all this is to ...
- Thu Sep 07, 2017 3:49 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 367698
Re: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Just installed. Loved the design.
But.. just 2.5k capacity? the default fluid car in the 0.15 has 75k capacity.. any chance to add a second car recipe there? One with more capacity? 2.5k is just.. unusable low for me :s
I need 3 trains with 5x75k fluid cars each, meaning 375k (load+unload) of fluid ...
But.. just 2.5k capacity? the default fluid car in the 0.15 has 75k capacity.. any chance to add a second car recipe there? One with more capacity? 2.5k is just.. unusable low for me :s
I need 3 trains with 5x75k fluid cars each, meaning 375k (load+unload) of fluid ...