Search found 634 matches
- Thu Apr 11, 2019 4:06 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 53928
Re: [MOD 0.16, 0.17] Realistic Electric Trains
Some wagons have much lower speed limits, and a train will never go faster than the slowest wagon in the train. Can you try it with just the locos? I definitely see a speed difference even with stock wagons attached.
- Tue Apr 09, 2019 5:34 pm
- Forum: Not a bug
- Topic: Circuit wires not consumed when placing via blueprint.
- Replies: 5
- Views: 1227
Re: Circuit wires not consumed when placing via blueprint.
The free blueprint wires are there because consuming them as part of a bot placement was too difficult to program. It would be nice if they made manual wires behave the same way, but I think it's either very low on their list or considered an incidental incentive to use bots. There is a mod that mak...
- Tue Apr 09, 2019 2:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.23] Mod Portal GUI right-hand pane cut off for some mods
- Replies: 4
- Views: 4640
Re: [kovarex] [0.17.23] Mod Portal GUI right-hand pane cut off for some mods
Yes, this was on my 1440x900 laptop. Rest of the game runs fine, even though the machine is 8 years old!
- Tue Apr 09, 2019 12:04 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Recipes with more than one instance of the same ingredient
- Replies: 34
- Views: 15567
Re: [0.17.14] Recipes with more than one instance of the same ingredient
The only reason we didn't get a hotfix 12 hours later is because the devs actually take weekends seriously. And if they didn't, I'm pretty sure the daily updates would have stopped around 17.12, and we'd all be up a creek without a paddle
- Tue Apr 09, 2019 12:00 am
- Forum: Modding discussion
- Topic: SF6 applications
- Replies: 3
- Views: 1240
Re: SF6 applications
Since it's used in high-voltage switchgear, anything that produces, transmits, or consumes a ton of power could conceivably include a switch or fuse containing SF6. If you set that threshold arbitrarily at about a megawatt, you get Steam Turbines, Assembler 3s, and Substations. Individual solar pane...
- Sat Apr 06, 2019 6:19 pm
- Forum: Pending
- Topic: [0.17.25] Pollution not dissipating
- Replies: 1
- Views: 782
Re: [0.17.25] Pollution not dissipating
Can you post a screenshot of your base and your pollution statistics graph (set to 1 minute interval, for example)? Pollution will never completely dissipate when the chunk is completely covered in concrete, even if there is no production.
- Fri Apr 05, 2019 7:30 pm
- Forum: Gameplay Help
- Topic: Trains direction paths 0.17
- Replies: 4
- Views: 1505
Re: Trains direction paths 0.17
Have you checked the Wiki page on trains about pathfinding? Train stops have a big path penalty, so they will drive very far in order to avoid driving through another train's empty station. Could that explain it?
- Thu Apr 04, 2019 9:07 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 25438
Re: Version 0.17.25
In the bug report thread, Angel themselves explained why it breaks one of their mechanics, and the dev offered to remove the check for duplicate products in the next release. So you just have to wait this one out. I think the check for ingredients was a useful change, so chalk it up to growing pains.
- Thu Apr 04, 2019 8:57 pm
- Forum: Releases
- Topic: Version 0.17.25
- Replies: 42
- Views: 25438
Re: Version 0.17.25
Huh, I thought the only issue was with duplicate ingredients, and duplicate products shouldn't be an issue. Guess they went all in.
- Thu Apr 04, 2019 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Recipes with more than one instance of the same ingredient
- Replies: 34
- Views: 15567
Re: [0.17.14] Recipes with more than one instance of the same ingredient
Yeah, the only way this should matter is if a mod is modifying recipes to add ingredients. There is no reason not to require them to search and consolidate with existing ingredients entries when they do it, since it's always during game loading and won't impact gameplay performance.
- Tue Apr 02, 2019 2:41 am
- Forum: Not a bug
- Topic: [0.17.20] "Pick ghost item if no items are available" doesn't trigger when items run out
- Replies: 7
- Views: 3427
Re: [0.17.20] "Pick ghost item if no items are available" doesn't trigger when items run out
I too find it annoying when I'm trying to ghost-place a long concrete road and my robots place my one stack before I get anywhere near enough ghosts on the ground. Now that the "disable roboport" button is in the toolbar, I just disable my personal robots while I'm blueprinting stuff for t...
- Mon Apr 01, 2019 4:22 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 40828
Re: Version 0.17.23
Some were done within minutes, most of the big ones were done within hours.
I heard someone complain about their hosting provider not letting them choose when to upgrade experimental versions. Updates like this one upset those users, but it's a problem with the hoster not the devs.
I heard someone complain about their hosting provider not letting them choose when to upgrade experimental versions. Updates like this one upset those users, but it's a problem with the hoster not the devs.
- Mon Apr 01, 2019 2:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.23] Personal roboport tech tree names
- Replies: 2
- Views: 2188
Re: [0.17.23] Personal roboport tech tree names
I just ran into this and it threw me for a loop until I saw the icon colors were slightly different!
- Sun Mar 31, 2019 2:18 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 53956
Re: [MOD 0.16] Vehicle Wagon 1.2.5
Looks like this code was posted on the Mod Portal as Vehicle Wagon 2 by Artanis_Mattias, is that you julius1701? There are some major bugs left that I'd like to help sort out, since the mod's operation is very similar to my Multiple Unit Train Control mod. But where should we host the source and whe...
- Sat Mar 30, 2019 11:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.23] Mod Portal GUI right-hand pane cut off for some mods
- Replies: 4
- Views: 4640
[kovarex] [0.17.23] Mod Portal GUI right-hand pane cut off for some mods
I have seen this on the in-game pages for "Bob's Logistics", "LTN - Logistic Train Network" and "Train & Fuel Overhaul". It looks like the scroll bar and "Delete Mod" button get cut off on the right. These both look normal for other mods. For example: mod_...
- Sat Mar 30, 2019 3:22 am
- Forum: Modding help
- Topic: dynamic localized names
- Replies: 4
- Views: 1750
Re: dynamic localized names
I was searching for info on manipulating other mods locale strings myself, and came across this gem of a thread. Apparently, there are many places the game can get the localised name of an item, and item-name.blah is not guaranteed to exist. https://forums.factorio.com/viewtopic.php?f=28&t=62107...
- Thu Mar 28, 2019 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Rail Research Re-Work
- Replies: 10
- Views: 3375
Re: Rail Research Re-Work
I like the idea of including Train Stops with the first trains research, and separating rail and chain signals. If there is anything that should be tiered for the same of new player confusion, it is those two. It seems like most people either ignore chain signals at first, or use them interchangeabl...
- Thu Mar 28, 2019 5:03 am
- Forum: Modding help
- Topic: How to find item_request_proxy targeting an entity?
- Replies: 4
- Views: 1024
Re: How to find item_request_proxy targeting an entity?
Thank you, this is just what I need! I was hoping there was a simpler way than searching every time (seems like a hole in the API), but using find_filtered_entities makes it pretty clean.
- Thu Mar 28, 2019 4:53 am
- Forum: Modding help
- Topic: How to find item_request_proxy targeting an entity?
- Replies: 4
- Views: 1024
Re: How to find item_request_proxy targeting an entity?
I thought that was the answer too, but it appears not. Entity.item_requests is a property of the ghost and item_request_proxy entites, but not built entities. The game crashes if you try to access it on the locomotive itself after it has been revived from a ghost even if it was valid on the ghost.
- Thu Mar 28, 2019 2:53 am
- Forum: Modding help
- Topic: How to find item_request_proxy targeting an entity?
- Replies: 4
- Views: 1024
How to find item_request_proxy targeting an entity?
I have question about item_request_proxy entities, specifically the following scenario: 1. Player creates a blueprint with locomotive containing fuel item stacks. 2. Player places the blueprint, creating locomotive ghost with item_request property. 3. Construction bot places locomotive, creating loc...