Search found 607 matches

by robot256
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...
by robot256
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
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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.
by robot256
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.
by robot256
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 ...
by robot256
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

darkfrei wrote:
Fri Sep 18, 2020 9:30 pm
robot256 wrote:
Fri Sep 18, 2020 6:12 pm
Maybe balance it by making concrete more expensive, or only apply it to refined concrete!
:idea: Very slow concrete for player or the same as for biters, the player cannot go there too.
If neither players nor biters can go there, wouldn't that just be invincible walls?
by robot256
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...
by robot256
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...
by robot256
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.
by robot256
Tue Sep 08, 2020 1:30 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 101820

Re: Version 1.0.0

ostlandr wrote:
Sun Sep 06, 2020 6:12 pm
I'll bet those eight legs were a bear to animate.
It's even more impressive that they were able to animate N-legged spiders! Check out the Spidertron Tiers mod.
by robot256
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...
by robot256
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 ...
by robot256
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...
by robot256
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...
by robot256
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...
by robot256
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...

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