Search found 607 matches
- Tue Sep 29, 2020 5:52 pm
- Forum: General discussion
- Topic: Killing nest are becoming annoying - Strategy to play?
- Replies: 37
- Views: 13880
Re: Killing nest are becoming annoying - Strategy to play?
If the automatic targeting range of the artillery turret is smaller than my pollution cloud, normally I just expand the artillery perimeter. They can target nests even if they do not appear on radar. For manual targeting, I use the pollution map to see what chunks are absorbing pollution more than s...
- Sun Sep 27, 2020 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Stack Size Virtual Value for Signals
- Replies: 8
- Views: 2076
Re: Stack Size Virtual Value for Signals
There is at least one mod that includes a stacksize combinator already: https://mods.factorio.com/mod/utility-combinators-plus
- Sun Sep 27, 2020 2:37 pm
- Forum: Ideas and Suggestions
- Topic: Trains should go straightly as possible.
- Replies: 3
- Views: 1043
Re: Trains should go straightly as possible.
Trains always take the shortest route, unless it is blocked for a long time. There is no human-intelligence dispatcher to assign each train to a different track. You must do it yourself by how the junctions and signals are laid out. For example, you make the right lane forced to turn right at juncti...
- Sun Sep 27, 2020 2:31 pm
- Forum: Gameplay Help
- Topic: Some other 10.000 Train question ;-)
- Replies: 9
- Views: 2980
Re: Some other 10.000 Train question ;-)
a dispatcher. If you really want the look of lemmings scampering every which way, take a look at the Transport Drones mod! Little trucks driving on roads every which way. OH! This looks like realy cool. i thought first the bots goes like the flying bots over all crossing all. But no, the have roads...
- Sun Sep 27, 2020 3:15 am
- Forum: Gameplay Help
- Topic: Some other 10.000 Train question ;-)
- Replies: 9
- Views: 2980
Re: Some other 10.000 Train question ;-)
If you want to change the basic behavior of the game AT ALL you will need SOME circuit wires somewhere, it is part of Factorio so it is unavoidable, and a lot of fun once you learn. But mostly mods just use constant combinators to send settings to the train stops to configure them (wire length of on...
- Sat Sep 26, 2020 4:34 pm
- Forum: Gameplay Help
- Topic: Some other 10.000 Train question ;-)
- Replies: 9
- Views: 2980
Re: Some other 10.000 Train question ;-)
Once they have all those mods installed, most people use Logistic Train Network as a way to deal with how many different products are needed in Angel-Bob. Empty trains stay in a depot yard, and you can make sure trains only get sent to load and unload when there is track space for them and demand fo...
- Sat Sep 26, 2020 4:26 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 51427
Re: [MOD 0.16 - 1.0] Realistic Electric Trains
JAetherwing, thank you for many years of awesome modding! It definitely added to my Factorio experience.
- Thu Sep 24, 2020 7:06 pm
- Forum: Logistic Train Network
- Topic: Train Tiers
- Replies: 3
- Views: 1548
Re: Train Tiers
Never to early to learn! I wasn't sure your solution would work if the LTN stop stops outputting the loco signal as soon as the train tries to leave the station. That's why a combinator circuit could be used to save the value even after the train leaves.
- Wed Sep 23, 2020 10:48 pm
- Forum: Logistic Train Network
- Topic: Train Tiers
- Replies: 3
- Views: 1548
Re: Train Tiers
There is, actually. The LTN stop produces on its constant combinator output a series of signals for each type of wagon and loco in the train. Look for the virtual signals with the train icon you want named "Encoded positions of..." and "#" on it. You can hook this to an RS-latch ...
- Sat Sep 19, 2020 12:04 am
- Forum: Ideas and Requests For Mods
- Topic: safe ground or something
- Replies: 6
- Views: 2635
Re: safe ground or something
If neither players nor biters can go there, wouldn't that just be invincible walls?
- Fri Sep 18, 2020 6:12 pm
- Forum: Ideas and Requests For Mods
- Topic: safe ground or something
- Replies: 6
- Views: 2635
Re: safe ground or something
Thedrah hasn't responded and thanked you darkfrei, and I don't actually need this mod. But I'll thank you on behalf of Thedrah and the community for a pretty cool mod anyways :3 Thanks :) The mod is a little bit cheatty, but sometimes nice to have free zones. Maybe balance it by making concrete mor...
- Wed Sep 16, 2020 12:03 am
- Forum: Ideas and Suggestions
- Topic: [1.0.0] can't copy default color from locomotives and stations
- Replies: 8
- Views: 1857
Re: [1.0.0] can't copy default color from locomotives and stations
Yes, and this should be complemented by an option in the colour setting UI to 'delete' the custom colour (or to 'restore the default') so that if you really do want 'nil' you can easily get it. Yes, the only reason the current behavior is unexpected is that there no visual indication that a default...
- Tue Sep 15, 2020 7:08 pm
- Forum: Ideas and Suggestions
- Topic: [1.0.0] can't copy default color from locomotives and stations
- Replies: 8
- Views: 1857
Re: [1.0.0] can't copy default color from locomotives and stations
This must be related to the fact that color is set to "nil" initially to indicate default color. So it is actually copying "set color to default" from the stop to the loco, not the color itself.
- Tue Sep 08, 2020 1:30 am
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 101820
- Mon Sep 07, 2020 4:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] Cannot access Grid on Cargo Wagon with Zero inventory
- Replies: 1
- Views: 2776
[Rseding91] [1.0.0] Cannot access Grid on Cargo Wagon with Zero inventory
Problem: If you set the inventory size of a Cargo Wagon to zero, the GUI does not appear when clicked and you cannot access any modded equipment grid. An example of this is the combination of the mods "Vehicle Wagon 2" and "Vehicle Grid". Expected: For a grid-only GUI to open, as...
- Sun Sep 06, 2020 3:39 pm
- Forum: Modding help
- Topic: Searching For References
- Replies: 4
- Views: 1178
Re: Searching For References
There is no such thing as a custom type in Factorio--it makes modding much simpler in the long run. There are many creative ways to reuse, repurpose, and combine existing types and use scripts to do new things. For example, the Aircraft Realism mod uses type "car" with different collision ...
- Sat Sep 05, 2020 11:33 pm
- Forum: Modding interface requests
- Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
- Replies: 10
- Views: 2257
Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
How would you handle clashes, where both the dependency that's specified, and a mod that's fulfilling the requirement be handled? I think "provides" would imply "conflicts". Makes sense. I missed the part where it's someone else's graphics pack you want to replace? That sucks th...
- Sat Sep 05, 2020 2:13 pm
- Forum: Modding interface requests
- Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
- Replies: 10
- Views: 2257
Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
I would like to be able to publish two different mods that each satisfy the same dependency of another mod. For example, many of the big mod packs have their graphics in separate mods, and it would be nice to be able to publish a lower resolution version of those mods that would satisfy the same de...
- Sat Sep 05, 2020 2:04 pm
- Forum: Modding interface requests
- Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
- Replies: 10
- Views: 2257
Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
The only real problem it would solve is cases where Mod A requires Mod B to function, neither Mod A nor Mod B are being maintained, and Mod A has a restrictive license attached that prevents it from being re-released with a new dependency. I've seen a decent amount of unpleasantness traded when peo...
- Sat Sep 05, 2020 1:04 am
- Forum: Modding interface requests
- Topic: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
- Replies: 10
- Views: 2257
Re: Allow a mod to "provide" or "fulfill" another mod to satisfy dependencies
Interesting idea. As an alternative in your case at least, you could set both mods as conditional dependencies and use a script in the data stage to check that one of them is installed. You can throw a custom error message during loading if the correct one is not found. For the case of "imperso...