If it doesn't reach max speed, then there's no issue. Unsetting my modification when they start braking takes full care of that.
Weight *absolutely* has been refused before. https://forums.factorio.com/viewtopic.php?f=221&t=85133&p=494911&hilit=train+weight#p494911
I literally searched for this ...
Search found 21 matches
- Sun Jan 12, 2025 8:20 pm
- Forum: Modding interface requests
- Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
- Replies: 8
- Views: 778
- Fri Jan 10, 2025 11:52 am
- Forum: Modding interface requests
- Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
- Replies: 8
- Views: 778
Re: Allow setting friction_modifier on rolling stock on control stage, not just cars.
I also have a backup idea if this doesn't happen. If I do have to use it, hopefully I can horrify someone with it 

- Fri Jan 10, 2025 11:37 am
- Forum: Modding interface requests
- Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
- Replies: 8
- Views: 778
Re: Allow setting friction_modifier on rolling stock on control stage, not just cars.
for cargo based acceleration you'd want to manipulate weight(currently impossible)
even on_tick mods have a huge issue with the braking force multiplier (which is only possible per force)
that friction approach would make your trains slow down as if they were braking all the time, which is not ...
- Thu Jan 09, 2025 7:00 pm
- Forum: Modding interface requests
- Topic: Allow setting friction_modifier on rolling stock on control stage, not just cars.
- Replies: 8
- Views: 778
Allow setting friction_modifier on rolling stock on control stage, not just cars.
Looking around, I've seen several requests for various ways to influence train speeds. The one I want is pretty simple, and was already added to cars because of an interface request. https://forums.factorio.com/viewtopic.php?f=65&t=3637
I want to be able to apply this to rolling stock at runtime ...
I want to be able to apply this to rolling stock at runtime ...
- Tue Nov 26, 2024 1:32 am
- Forum: 1 / 0 magic
- Topic: [2.0.21] Crash when using incorrectly-zipped mods
- Replies: 5
- Views: 542
Re: [2.0.21] Crash when using incorrectly-zipped mods
Only other time I've had a crash like this was when I was implementing an undervolt and downclock on the CPU. But I haven't done anything for that in months.
I suppose factorio could be hitting the CPU harder than anything else I've done, and triggering the same sort of crash, but then I don't know ...
I suppose factorio could be hitting the CPU harder than anything else I've done, and triggering the same sort of crash, but then I don't know ...
- Mon Nov 25, 2024 10:58 am
- Forum: 1 / 0 magic
- Topic: [2.0.21] Crash when using incorrectly-zipped mods
- Replies: 5
- Views: 542
Re: [2.0.21] Crash when using incorrectly-zipped mods
Place a zip of a mod in the mod folder. This zip should be normal, aside from missing the version in the name. (I have attached one from the mod that has caused it both times)
Press Play in Steam to launch Factorio.
Receive error message about the zip name not matching the modname+version.
Delete ...
Press Play in Steam to launch Factorio.
Receive error message about the zip name not matching the modname+version.
Delete ...
- Sun Nov 24, 2024 8:07 am
- Forum: 1 / 0 magic
- Topic: [2.0.21] Crash when using incorrectly-zipped mods
- Replies: 5
- Views: 542
[2.0.21] Crash when using incorrectly-zipped mods
I have now twice had my entire computer crash, turn off, and restart when trying to boot factorio after receiving an error about the name of a zip not matching the name+version defined in info.json. (So the zip is just named Fire-Electronics instead of Fire-Electronics_2.0.1)
I start factorio ...
I start factorio ...
- Tue Jun 11, 2024 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Splitter belt dragging upgrade
- Replies: 5
- Views: 745
Splitter belt dragging upgrade
Dragging higher-level belts over a belt line auto-replaces any belts and underground belts you drag it over, but not splitters. It feels weird that splitters are excluded from this.
- Sat May 25, 2024 6:58 am
- Forum: Won't implement
- Topic: Allow beacons to use energy sources other than Electric and Void
- Replies: 5
- Views: 985
Allow beacons to use energy sources other than Electric and Void
So I had wanted to make a mechanic based on clever use of beacons. That being a "maintain temp" mechanic, where I use beacons that are powered by heat to apply effects when their temp threshold is reached. So being a bit overtemp would reduce crafting speed, being within temp would give bonus ...
- Thu Oct 12, 2023 5:44 am
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 21931
Re: Hermios trains
I've made an unofficial patch for this mod to work with version 1.1 of Factorio.
Also fixed that Rail Pole connectors couldn't be placed on other surfaces then Nauvis (useful for e.g. Space Exploration or Surfaces (Reloaded)).
hi guys
I am (FINALLY) working on the new version.
@olegf, I don ...
- Fri Nov 18, 2022 6:21 am
- Forum: Mods
- Topic: Hermios trains
- Replies: 35
- Views: 21931
Re: Hermios trains
I've made an unofficial patch for this mod to work with version 1.1 of Factorio.
Also fixed that Rail Pole connectors couldn't be placed on other surfaces then Nauvis (useful for e.g. Space Exploration or Surfaces (Reloaded)).
hi guys
I am (FINALLY) working on the new version.
@olegf, I don't ...
- Fri Jan 28, 2022 12:16 am
- Forum: Modding interface requests
- Topic: A setting on recipes to only output 1 item.
- Replies: 20
- Views: 5463
Re: A setting on recipes to only output 1 item.
Your requirements seem to match those of Uranium processing, except with more than two possible results. So I think everything ought to be fine provided the probabilities add up to 1...
BTW, fun fact: you can get both U-235 and U-238 at the same time from the uranium processing recipe ...
- Mon Jan 24, 2022 9:15 am
- Forum: Modding interface requests
- Topic: A setting on recipes to only output 1 item.
- Replies: 20
- Views: 5463
A setting on recipes to only output 1 item.
I have several recipes that are intended to only output 1 item from the list of possible outputs. Currently, I have the outputs as % chances, which adds up to 100. On average, it will only output 1 item per cycle, but I'd like to be able to make it actually only output 1 per cycle.
More ...
More ...
- Sat Aug 22, 2020 9:18 am
- Forum: Won't implement
- Topic: screen.element.force_render_above() please?
- Replies: 27
- Views: 14444
Re: screen.element.force_render_above() please?
the market was my favorite mod where i put the most time in.
why would i support a game where the devs give 0 fucks?
it's not even just that they made this particular mod unusable (and another one from me that used the same system), there were so many things you would have been able to do by ...
- Wed Aug 19, 2020 2:39 pm
- Forum: Won't implement
- Topic: screen.element.force_render_above() please?
- Replies: 27
- Views: 14444
Re: screen.element.force_render_above() please?
Your use-case was never supported.
LOL....
Modding is about bending the limits of what's possible.
Look at a few mods, they are all doing things that were never intended.
https://mods.factorio.com/mod/RealisticReactors
https://mods.factorio.com/mod/windturbines
https://mods.factorio.com ...
- Sun Mar 22, 2020 10:38 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1593449
Re: Bugs & FAQ
Since Refining disables thorium as a spawnable ore, are there any plans to have it obtainable somewhere, that isn't the 0.5% chance with uranium crystalization?
There is a dedicated thorium ore sorting recipe as well:
thorium.png
Is that available with just refining active? Cause I didn ...
- Sat Mar 21, 2020 11:49 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1593449
Re: Bugs & FAQ
Since Refining disables thorium as a spawnable ore, are there any plans to have it obtainable somewhere, that isn't the 0.5% chance with uranium crystalization?
There is a dedicated thorium ore sorting recipe as well:
thorium.png
Is that available with just refining active? Cause I didn't ...
- Sun Mar 15, 2020 5:41 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1593449
Re: Bugs & FAQ
Since Refining disables thorium as a spawnable ore, are there any plans to have it obtainable somewhere, that isn't the 0.5% chance with uranium crystalization?
- Sat Mar 07, 2020 6:55 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1593449
Re: Bugs & FAQ
My Direct Uranium recipe (sorting from the crystals and the catalyst) cannot have productivity applied to it. So far, all the other ones can.
- Fri Aug 30, 2019 7:59 pm
- Forum: Technical Help
- Topic: Modded game will not load.
- Replies: 0
- Views: 750
Modded game will not load.
I have a modded save that appears unable to load if I remove mods. (I'm not actually certain removing mods does it, but it does feel to take longer if I remove them.)
If you can get it to load (I left it on overnight, and while I was at work trying to load it. 14 hours) Could someone please try ...
If you can get it to load (I left it on overnight, and while I was at work trying to load it. 14 hours) Could someone please try ...