https://cdn.factorio.com/assets/blog-sync/fff-377-rail-5-directions.png
At the moment, every rail can connect to at most 3 directions - left, straight and right. Adding a special rail piece would either make curves incompatible with s-bends - you could only build one, not both on the same spot ...
Search found 12 matches
- Sat Sep 23, 2023 3:28 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 82887
- Wed Nov 25, 2020 3:11 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 57188
Re: Version 1.1.1
Hi,
could you re-enable the debug feature where the robots are shown as small (yellow) rectangles on map view?
It was so easy to check how the robots moved and worked. As well easy to recognize whether logistic robots are on the way to refill/ empty trash.
Maybe it is out of place, but I would ...
could you re-enable the debug feature where the robots are shown as small (yellow) rectangles on map view?
It was so easy to check how the robots moved and worked. As well easy to recognize whether logistic robots are on the way to refill/ empty trash.
Maybe it is out of place, but I would ...
- Sun Jan 26, 2020 8:57 am
- Forum: Ideas and Suggestions
- Topic: Train's CTRL-click Temporary Stop behavior
- Replies: 19
- Views: 9103
Re: Train's CTRL-click Temporary Stop behavior
Hi,
I am really frustrated as well about the condition regarding temporary train stops too.
As far as I see this, temporary train stops are always handmade and not for automated schedules.
So why back to normal just after arriving. Doesn't make sense to me. I try to add a circuit condition and ...
I am really frustrated as well about the condition regarding temporary train stops too.
As far as I see this, temporary train stops are always handmade and not for automated schedules.
So why back to normal just after arriving. Doesn't make sense to me. I try to add a circuit condition and ...
- Fri Sep 20, 2019 8:12 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458119
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
I am awfully sorry to tell you the error still exists in 0.99.6
8.064 Error ModManager.cpp:1323: Error while running setup for technology prototype "qolinternal-character-crafting-speed-2" (technology): Technology prerequisite "qolinternal-character-crafting-speed-1" is registered more than once ...
8.064 Error ModManager.cpp:1323: Error while running setup for technology prototype "qolinternal-character-crafting-speed-2" (technology): Technology prerequisite "qolinternal-character-crafting-speed-1" is registered more than once ...
- Fri Sep 20, 2019 7:47 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458119
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Unbelievable, that's fast.
Thank you.
Great work and really enjoyable!

Thank you.
Great work and really enjoyable!
- Fri Sep 20, 2019 7:41 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458119
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
With update 0.99.5 I got following error message:
7.773 Error ModManager.cpp:1323: Error while running setup for technology prototype "qolinternal-character-crafting-speed-2" (technology): Technology prerequisite "qolinternal-character-crafting-speed-1" is registered more than once.
.
.
.
8.466 ...
7.773 Error ModManager.cpp:1323: Error while running setup for technology prototype "qolinternal-character-crafting-speed-2" (technology): Technology prerequisite "qolinternal-character-crafting-speed-1" is registered more than once.
.
.
.
8.466 ...
- Fri Sep 13, 2019 6:18 pm
- Forum: News
- Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
- Replies: 144
- Views: 79111
Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain
As for fluid mixing, shouldn't it been checked "virtually" beforehand whether 2 fluids get connected and if the check says yes just disallow the placing/rotating/construct by robot-action with a loud *meeep*?
- Thu May 30, 2019 6:55 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Zones
- Replies: 7
- Views: 11663
Re: [MOD 0.14] AAI Zones
Hi, is there a possibility to add a zone signal which act as a wildcard for combinator settings like the anything thing but just for zone signals?
It would be really helpful to figure out whether a scanned tile has a zone asigned and if yes, then perform further logic. By now, you have to check
for ...
It would be really helpful to figure out whether a scanned tile has a zone asigned and if yes, then perform further logic. By now, you have to check
for ...
- Sat Jun 02, 2018 4:02 pm
- Forum: Modding help
- Topic: Modding a Mod (fluidbox and recipie)
- Replies: 7
- Views: 2732
Re: Modding a Mod (fluidbox and recipie)
Again many thanks.
Just to prove my understanding.
The building prototypes are only read at first use or even the beginning of the game/ adding the mod. Thereafter it is stored in the game database and will be used regardless of changes in the prototype. Because entities already created, either ...
Just to prove my understanding.
The building prototypes are only read at first use or even the beginning of the game/ adding the mod. Thereafter it is stored in the game database and will be used regardless of changes in the prototype. Because entities already created, either ...
- Sat Jun 02, 2018 1:23 pm
- Forum: Modding help
- Topic: Modding a Mod (fluidbox and recipie)
- Replies: 7
- Views: 2732
Re: Modding a Mod (fluidbox and recipie)
Thanks for the reply. It makes fully sense. The only thing I wonder is; where did you find this code parts?
I searched them, thinking something has to exist, but was not lucky to find it.
I am at the stage to modify the original code writen by Angel by implementing already the 3rd output in the ...
I searched them, thinking something has to exist, but was not lucky to find it.
I am at the stage to modify the original code writen by Angel by implementing already the 3rd output in the ...
- Sat Jun 02, 2018 12:25 pm
- Forum: Modding help
- Topic: Modding a Mod (fluidbox and recipie)
- Replies: 7
- Views: 2732
Re: Modding a Mod (fluidbox and recipie)
This is the modified part of electrolyser.lua of angels petrochem. I just added a third output.
But the electolyser does not indicate a 3rd output (Alt-key output-triangel)
{
type = "assembling-machine",
name = "angels-electrolyser",
icons = {
{
icon = "__angelspetrochem__/graphics/icons ...
But the electolyser does not indicate a 3rd output (Alt-key output-triangel)
{
type = "assembling-machine",
name = "angels-electrolyser",
icons = {
{
icon = "__angelspetrochem__/graphics/icons ...
- Sat Jun 02, 2018 9:44 am
- Forum: Modding help
- Topic: Modding a Mod (fluidbox and recipie)
- Replies: 7
- Views: 2732
Modding a Mod (fluidbox and recipie)
Hi, just started to look into things behind.
I wanted to to change a small chain in Angels Petrochem. To get sodium hydroxide you have to use the electrolyser.
I changed the recipe to get chlorine, hydrogen and sodium hydroxide solution. With FNEI and Helmod all things seems to be fine.
BUT in the ...
I wanted to to change a small chain in Angels Petrochem. To get sodium hydroxide you have to use the electrolyser.
I changed the recipe to get chlorine, hydrogen and sodium hydroxide solution. With FNEI and Helmod all things seems to be fine.
BUT in the ...