Search found 17 matches

by thewd
Wed Jun 29, 2016 8:59 pm
Forum: Duplicates
Topic: [0.13.1] Train signals not working correctly
Replies: 1
Views: 816

[0.13.1] Train signals not working correctly

Let`s imagine you have railroad with splitting onto 3 lines, 3 train-stops with same name and a circuit-controlled rail signal. Lane A is occupied by train. Lane B has signal red (by circuit control) Lane C is empty and green. But train doesn`t know about Lane C. It goes to B and stuck in red signal...
by thewd
Sun Jan 31, 2016 2:08 pm
Forum: Modding help
Topic: Detecting "No path" event from train
Replies: 1
Views: 4510

Detecting "No path" event from train

Is that possible? :)
by thewd
Sun Jan 31, 2016 10:22 am
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74168

Re: Friday Facts #123 - Better circuit network (Part 2)

What`s ETA for 0.13? ^^
by thewd
Sun Jan 17, 2016 12:01 pm
Forum: Mods
Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
Replies: 61
Views: 54437

Re: [MOD 0.12.X][0.0.8] Rail logic system

I`ve updated some things in RLS. Switch now works correctly (well, it worked for me). Check it out.
https://forums.factorio.com/forum/viewtop ... 20&t=19236
by thewd
Sat Jan 16, 2016 2:48 pm
Forum: Mods
Topic: Rail logic system
Replies: 0
Views: 5922

Rail logic system

Hello all, Just a "control.lua". Put it into 0.0.9 or 0.0.8 version and it will work in 12.20 (maybe in 12.21). I`m too lazy to zip and make it some kind of 0.0.10 or 0.0.9SP1 ^_^ Fixed rail-switch, cargo reader mk2 and goto controller. I don`t know how will work auto\manual controller and...
by thewd
Wed Aug 12, 2015 1:27 pm
Forum: Mods
Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
Replies: 61
Views: 54437

Re: [0.12.X][0.0.6] Rail logic system

report from the fields :)
go-to controller seems not working on vertical rails (

UPDATE
ow sry, I forgot to add station,at which train goes, in its schedule ^^
by thewd
Wed Aug 12, 2015 9:18 am
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 222606

Re: Uranium Power

hi there
when 0.7.0 is planned?:)
want DA FUEL DECAY :)
by thewd
Sun Aug 09, 2015 1:12 pm
Forum: Mods
Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
Replies: 61
Views: 54437

Re: [0.12.X][0.0.6] Rail logic system

Well, I needed only a empty\no empty train signal,not using exact items count by type :)
And one question- when I used A/M train mode switcher,it switch the train at station,but inserters aren't working:(
by thewd
Sun Aug 09, 2015 10:00 am
Forum: Mods
Topic: [MOD 0.12.X 0.13.X][1.0.0] Rail logic system
Replies: 61
Views: 54437

Re: [0.12.X][0.0.6] Rail logic system

Excellent mod, I thought about writing something similar myself :) craftoBot, I`ve found two little bugs, first - when you load, some of cargo detectors are signaling, but there`s no train at all. Or when it`s too much kinds of things in train (I use bob`s mods, so there are always many kind of thin...
by thewd
Wed Jul 22, 2015 7:33 pm
Forum: Modding help
Topic: placement constraints
Replies: 1
Views: 1343

placement constraints

Hello mighty All :)
Is there any way to make item placeable only next to rail (like stations and signals)? Where I should dig to? Collision box or something else?
by thewd
Wed Jul 22, 2015 10:27 am
Forum: Implemented Suggestions
Topic: Smart rail signals
Replies: 7
Views: 3596

Re: Smart rail signals

My idea was separate signal, to be placed near usual block signal. So first signal will be "train ready for depart" and second -track free. I m on vacation now,in couple of days will try to write some ideas in lua.Sillyfly,exactly!It is kinda "station signal". I will try to merge...
by thewd
Wed Jul 22, 2015 7:52 am
Forum: Implemented Suggestions
Topic: Smart rail signals
Replies: 7
Views: 3596

Re: Smart rail signals

Well,I thought that if there are lots of smart stuff in .12,so there can be non-null probability of smart rail signals in 0.12.x ^^
by thewd
Tue Jul 21, 2015 9:24 pm
Forum: Implemented Suggestions
Topic: Smart rail signals
Replies: 7
Views: 3596

Smart rail signals

Hi all, We have in 0.12 smart tanks, smart pumps and some combinatory magic. As said in Friday Facts, adding to circuit network is not so complicated now. What if there will be subject? Switching red or green by circuits signal. It will give players wide possibilities to make automated rail stations...
by thewd
Sun Jul 19, 2015 10:02 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 286369

Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates

hi pals.
I couldn`t wait for starting brave new 0.12 world with my fav mod and make some fix to 0.11 ores and plates.
bobingabout, is there any big changes planned for 0.12-compatible version or there will be a migration of 0.11 version?
by thewd
Fri Jul 10, 2015 2:50 pm
Forum: News
Topic: Friday Facts #93 - Furious Finish
Replies: 62
Views: 44217

Re: Friday Facts #93 - Furious Finish

Crossing fingers for today ^^
by thewd
Fri Jul 03, 2015 3:44 pm
Forum: News
Topic: Friday Facts #93 - Furious Finish
Replies: 62
Views: 44217

Re: Friday Facts #93 - Furious Finish

Little proposal - maybe give 0.12 experimental version to modmakers so when it will be ready,our favorite mods already will be compatible ^^
by thewd
Wed Jan 14, 2015 3:29 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 560409

Re: Yuoki Industries 0.2.20 (11.10)

YuokiTani, may I use some gfx from your mod in creation of my own?
Want to make something like cartman does -something like Bobs MCI, a mix from Bobs+Dytech+UraniumPower :)

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