Search found 19 matches

by KunibertSegensreich
Fri Aug 21, 2020 2:50 pm
Forum: Duplicates
Topic: Train window has not all buttons due to long translation (i assume)
Replies: 3
Views: 880

Re: Train window has not all buttons due to long translation (i assume)

Perfekter deutscher Text: [gui-train] interaction=__CONTROL__temporary-station-modifier__ + __CONTROL_STYLE_BEGIN__Linksklick__CONTROL_STYLE_END__ um eine temporäre, __CONTROL__add-station-modifier__ + __CONTROL_STYLE_BEGIN__Linksklick__CONTROL_STYLE_END__ um die ausgewählte Haltestelle dem Fahrplan...
by KunibertSegensreich
Sun Aug 16, 2020 3:30 pm
Forum: Duplicates
Topic: Train window has not all buttons due to long translation (i assume)
Replies: 3
Views: 880

Train window has not all buttons due to long translation (i assume)

train window.png
train window.png (465.61 KiB) Viewed 880 times
see subject line.
by KunibertSegensreich
Sat Aug 15, 2020 10:03 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 99494

Re: Version 1.0.0

Congratulations!
by KunibertSegensreich
Fri Nov 01, 2019 4:53 pm
Forum: News
Topic: Friday Facts #319 - New T-shirts & Lua event filtering
Replies: 35
Views: 16571

Re: Friday Facts #319 - New T-shirts & Lua event filtering

Why only childrens sizes?

4xl to 8xl please... thank you.
by KunibertSegensreich
Tue Oct 29, 2019 12:18 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 46843

Re: Friday Facts #318 - New Tooltips

Has anyone made the suggestion of adding a random recharge limit? It could reduce the cluttering around the player when bots run out of juice, because the all recharge at different levels.

Code: Select all

if ( rechargelimit > energy+randomrechargeofs ) {
  recharge();
  randomrechargeofs = random(whatever);
}
by KunibertSegensreich
Wed Sep 04, 2019 3:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.67] Chemical plant smoke animation choppy
Replies: 8
Views: 3866

Re: Version 0.17.67

I can't reproduce this, how is this happen?
To me it looks like if there is not enough input product or no space for output product and plant only runs for a very short time.

All my chemical plants do the same synced smoke cloud, looks wired, too.
by KunibertSegensreich
Tue Jun 11, 2019 9:30 am
Forum: Won't fix.
Topic: [0.17.45] Having only identical train stops in schedule makes them flicker
Replies: 4
Views: 1685

Re: [0.17.45] Having only identical train stops in schedule makes them flicker

I understand that.

But from an users viewpoint it looks like an error. And not all might understand, that F. is looping between those two entries.

And from a programmers viewpoint it is relatively easy to fix (that said without knowing how that dialog works....)
by KunibertSegensreich
Mon Jun 10, 2019 8:56 pm
Forum: Won't fix.
Topic: [0.17.45] Having only identical train stops in schedule makes them flicker
Replies: 4
Views: 1685

Re: Flicker Hell.... 0.17.45

Show a solid green without flickering.

This is one station that has one status. Cargo does not change. No need to turn something on and off.
by KunibertSegensreich
Mon Jun 10, 2019 8:45 pm
Forum: Won't fix.
Topic: [0.17.45] Having only identical train stops in schedule makes them flicker
Replies: 4
Views: 1685

[0.17.45] Having only identical train stops in schedule makes them flicker

Train has two stations set to "full cargo", all other waypoints are disabled by logistic nets.

Green bar is flickering like no tomorrow, I made two screenshots and masterly combined them into one image.
flickerhell.png
flickerhell.png (559.43 KiB) Viewed 1685 times
by KunibertSegensreich
Mon Jun 10, 2019 1:58 pm
Forum: Modding interface requests
Topic: Route to a disabled station via LUA
Replies: 0
Views: 555

Route to a disabled station via LUA

I use the "Shuttle Train Continued" mod. Works well. Recently I started more playing around with logic circuits. Results in disabling stations. These stations can't be reached by the "Shuttle Train Continued" any more. Is there a way the lua interface could allow routing to disab...
by KunibertSegensreich
Fri May 03, 2019 9:42 pm
Forum: Not a bug
Topic: [kovarex] [0.17.36] GUI: autosave intervall > 100 min inconsistent
Replies: 1
Views: 718

[kovarex] [0.17.36] GUI: autosave intervall > 100 min inconsistent

Autosave has a slider and an input box. Slider allows 0..100+never. Input box allows entering anything. Value above 100 are not saved. I would either expect the slider to choose and the input box be a focusless item for display only. Or the input box to enter values and accept them (<-- solution I w...
by KunibertSegensreich
Fri Mar 01, 2019 9:10 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32815

Re: [0.15] Folks Factorio Fabrications

Thank you. One of my favorit mods.
by KunibertSegensreich
Fri Mar 01, 2019 7:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.3] Train Wait Condition capped at 120s
Replies: 3
Views: 2804

Re: [0.17.3] Train Wait Condition capped at 120s

in 0.16 i had a train runnig a loop with 600 seconds wait.... I want it back!

Btw: this was a great week! Well done, developers! You deserve every cake!
by KunibertSegensreich
Wed Feb 27, 2019 9:58 am
Forum: Ideas and Suggestions
Topic: Better tooltips, add hot key
Replies: 0
Views: 523

Better tooltips, add hot key

(I assume that has already been said, but my noob search doesnt show a hit.) -- give all the tooltips way more descriptive content. -- show the assigned hotkey in a dedicated area at the bottom of the tooltip in a slightly different color With 17.0 I was starring at the "switch alt modus"-...
by KunibertSegensreich
Sat Aug 18, 2018 5:04 pm
Forum: Ideas and Suggestions
Topic: Heat map for robots
Replies: 3
Views: 1866

Heat map for robots

(In case I repeat an old idea, just delete this…) (long intro) So. where to start? I mostly do a long play games just for the fun of building and optimizing with my own mindset of rules (almost no mods and no land modification). Nothing fancy. Looking at my robot port I see that I have 200 build bot...
by KunibertSegensreich
Sat Jul 07, 2018 1:20 pm
Forum: Gameplay Help
Topic: Fuel unloading from Locomotive
Replies: 10
Views: 6701

Re: Fuel unloading from Locomotive

+1 consistent behavior!
by KunibertSegensreich
Tue Jul 03, 2018 2:15 pm
Forum: Gameplay Help
Topic: Fuel unloading from Locomotive
Replies: 10
Views: 6701

Re: Fuel unloading from Locomotive

Without the unloading it works the easiest way…. I just wanted to make it faster. I understand your argument with the contamination problem, but this is a general problem. Simply don't stop a train in the middle… the contamination problem exists if you have a "solid fuel load into cargo wagon&q...
by KunibertSegensreich
Tue Jul 03, 2018 12:28 pm
Forum: Gameplay Help
Topic: Fuel unloading from Locomotive
Replies: 10
Views: 6701

Fuel unloading from Locomotive

Hi! /me noob. Having lots of raw wood I thought it would be a nice idea to burn it as fuel. And trying to automate it, I thought it would be a good idea to switch the fuel of a locomotive, if a level is below a certain amount. loc.png Basically two inserters turned off/on if level of wood is below/a...
by KunibertSegensreich
Fri Jun 08, 2018 9:33 pm
Forum: Mods
Topic: [0.15] Folks Factorio Fabrications
Replies: 85
Views: 32815

Re: [0.15] Folks Factorio Fabrications

For logistic wagons: In controls.lua at line 412 .setbar(0) should be changed to setbar() Sidenote: Why such a difficult concept for train transport? Same for all the other "automatic transport systems". My idea is to build it like the robot network. Take the placement concept of logistic ...

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