Search found 19 matches
- 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...
- 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)
see subject line.
- Sat Aug 15, 2020 10:03 am
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 99494
Re: Version 1.0.0
Congratulations!
- 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.
4xl to 8xl please... thank you.
- 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);
}
- 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
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.I can't reproduce this, how is this happen?
All my chemical plants do the same synced smoke cloud, looks wired, too.
- 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....)
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....)
- 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.
This is one station that has one status. Cargo does not change. No need to turn something on and off.
- 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.
Green bar is flickering like no tomorrow, I made two screenshots and masterly combined them into one image.
- 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...
- 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...
- 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.
- 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!
Btw: this was a great week! Well done, developers! You deserve every cake!
- 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"-...
- 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...
- 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!
- 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...
- 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...
- 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 ...