I think this has been misunderstood. I meant that in a train schedule a station can only be approached if a condition (too little coal) is fulfilled.
a train goes to station A, then to station B and then to station D. if there is not enough coal, the train goes to station C and then to station D
Search found 24 matches
- Tue Sep 01, 2020 5:09 pm
- Forum: Gameplay Help
- Topic: Train timetable
- Replies: 4
- Views: 1328
- Tue Sep 01, 2020 4:53 pm
- Forum: Gameplay Help
- Topic: Train timetable
- Replies: 4
- Views: 1328
Train timetable
Is it possible to activate a station in the timetable only when a condition is fulfilled?
When a certain amount of coal or solid fuel has been reached, a further stop station should be approached during the next run.
Or is there a mod?
When a certain amount of coal or solid fuel has been reached, a further stop station should be approached during the next run.
Or is there a mod?
- Sat Aug 15, 2020 6:43 am
- Forum: Releases
- Topic: Version 1.0.0
- Replies: 130
- Views: 99131
Re: Version 1.0.0
Congratulations and many thanks for your great work.
- Fri Jun 05, 2020 10:20 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 52574
Re: Friday Facts #350 - Electric mining drill redesign
I really like the new design. But somehow it bothers me that the ores suddenly appear on the transport belt now. Before, they came out of motion and onto the transport belt. At least that's what it looked like.
- Tue May 07, 2019 8:28 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Toolbelt Research Name Misleading
- Replies: 18
- Views: 4957
Re: [0.17.4] Toolbelt Research Name Misleading
I was about to report this as a bug because I didn't notice that the inventory had been enlarged. You could also delete the technology completely. Exploring one technology for 10 inventory slots is unnecessary. Either multiple technology levels with more slots or the tool belt actually gets 10 slots...
- Fri Mar 13, 2015 8:32 pm
- Forum: Won't fix.
- Topic: [0.11.17] Biters attacking Rails, Signals, power lines etc.
- Replies: 3
- Views: 8224
Re: [0.11.17] Biters attacking Rails, Signals, power lines etc.
Sry for Offtopic, but ...
... you should add this to the pool of quotes on your Homepagekovarex wrote:If you want to play like a man, defend your systems
- Sat Feb 14, 2015 5:00 pm
- Forum: Gameplay Help
- Topic: Console command to enable/disable Biter aggression?
- Replies: 3
- Views: 6308
Re: Console command to enable/disable Biter aggression?
Maybe you have fun with this Mod: https://forums.factorio.com/forum/viewtopic.php?f=14&t=8344 I didn't test it so far but it looks realy nice. It is not exactly what you asking for but an other option. ... Or you use the Peaceful Mode when you generate a Map. If you wanna play your actual Map bu...
- Fri Dec 19, 2014 6:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.7] Belts don't transport items
- Replies: 5
- Views: 3146
Re: [0.11.7] Belts don't transport items
We replaced every belt now.
More players reported this bug here: https://forums.factorio.com/forum/vie ... f=3&t=7438
But in the other games the bug appears only in corner belts.
More players reported this bug here: https://forums.factorio.com/forum/vie ... f=3&t=7438
But in the other games the bug appears only in corner belts.
- Fri Dec 19, 2014 5:49 pm
- Forum: Releases
- Topic: Version 0.11.7
- Replies: 29
- Views: 41723
Re: Version 0.11.7
We had the same problem in our multiplayer game. i reported the bug here (https://forums.factorio.com/forum/viewtopic.php?f=7&t=7442). Savefile will be there soon. @edit I removed the zig-zag and its appear to be solved. Maybe can be problem with the water borders. It's not the zig-zag. It appea...
- Fri Dec 19, 2014 5:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.7] Belts don't transport items
- Replies: 5
- Views: 3146
[0.11.7] Belts don't transport items
In our multiplayergame we had to rebuild nearly every single transport belt, because they stop transporting items. We didn't realize it when we start the game because we destroyed the enemy bases. so the savefile we have is 10-20 minutes after the map has been updated. The Savefile will be uploaded ...
- Fri Dec 19, 2014 4:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.7] Manuel save causes desync
- Replies: 2
- Views: 1449
[0.11.7] Manuel save causes desync
Manuel save causes desync. Auto save does not.
- Thu Dec 18, 2014 8:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.6] Automatic mining during map view
- Replies: 6
- Views: 2437
Re: [0.11.6] Automatic mining during map view
Whatever it is. Please, don't fix it.
- Sun Dec 14, 2014 2:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.6] Automatic mining during map view
- Replies: 6
- Views: 2437
Re: [0.11.6] Automatic mining during map view
I noticed this "feature " already in 0.10.12
- Tue Nov 11, 2014 12:53 pm
- Forum: Gameplay Help
- Topic: Bunch of questions from new player
- Replies: 8
- Views: 3077
Re: Bunch of questions from new player
i would say in early-mid game. You don't need blue sience packs.Peter34 wrote:Is this robotic wood-gathering process available in the early game phase?Florian wrote:1. Poles are the only way afaik. but you can gather wood with construction robots by using the red bluprint (don't know the exact name).
- Mon Nov 10, 2014 1:08 pm
- Forum: Gameplay Help
- Topic: Bunch of questions from new player
- Replies: 8
- Views: 3077
Re: Bunch of questions from new player
1. Poles are the only way afaik. but you can gather wood with construction robots by using the red bluprint (don't know the exact name).
2. click on a pole and you get an overview of the electric network. but only the network which the pole is connected.
2. click on a pole and you get an overview of the electric network. but only the network which the pole is connected.
- Mon Nov 10, 2014 9:15 am
- Forum: This Forum
- Topic: This forum needs an easy way back to factorio.com
- Replies: 21
- Views: 20824
Re: This forum needs an easy way back to factorio.com
mark it - right click - open in new tab/window
- Wed Nov 05, 2014 10:44 am
- Forum: Show your Creations
- Topic: My latest factory
- Replies: 14
- Views: 10375
Re: My latest factory
click on an electric poleAzeltorn wrote:Where do you have the windows of "Production and consumption numbers" i can't found it in the game, that a Research or a mod ?
- Sat Nov 01, 2014 7:06 pm
- Forum: Not a bug
- Topic: [0.11.1] car cannot destroy trees anymore
- Replies: 4
- Views: 2153
Re: [0.11.1] car cannot destroy trees anymore
It's not a bug. It's a feature
- Sat Oct 04, 2014 10:41 pm
- Forum: This Forum
- Topic: Subforum for Let's Plays
- Replies: 8
- Views: 16945
Re: Subforum for Let's Plays
At the Moment 8 of the first 10 Topics in the "Show your Creations"-Forum are LP Topics. When somebody want to show his first base and want a comment and some tips for optimization the topic get not enough attention it needs. Maybe they come in the Forum see only Let's Play Topics on top a...
- Sat Oct 04, 2014 1:26 am
- Forum: This Forum
- Topic: Subforum for Let's Plays
- Replies: 8
- Views: 16945
Subforum for Let's Plays
I want to suggest a Subforum for Let's Play Topics. I think the "Show your Creations" Forum is overload with these kind of Topics. Don't understand me wrong. It is great that there are so many people who spread the word, but topics where player show there base with some pictures or one vid...