Thank you, I misunderstood how the schedule works.
Thank you for the solution to the dispatch problem, I'll add it to my depot blueprint.
Search found 22 matches
- Tue Aug 25, 2020 5:42 pm
- Forum: Not a bug
- Topic: [1.0.0] Train skips scheduled station
- Replies: 3
- Views: 1020
- Tue Aug 25, 2020 4:46 pm
- Forum: Not a bug
- Topic: [1.0.0] Train skips scheduled station
- Replies: 3
- Views: 1020
[1.0.0] Train skips scheduled station
In this configuration, the train is waiting for Provider to become available.
When Provider becomes available, the train should go to Provider.
Instead, it skips Provider and goes straight to Requester.
See attached save file for reproduction.
- Thu Nov 24, 2016 12:21 am
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP_Ruins
- Replies: 16
- Views: 16979
Re: [0.12.x] PvP_Ruins
Ok from what I've seen this is going to need a lot of work from scratch (including the map design).
I'll try to find some time to do it, but I can't guarantee anything.
Should still be neat though.
I'll try to find some time to do it, but I can't guarantee anything.
Should still be neat though.
- Wed Nov 02, 2016 11:13 pm
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP_Ruins
- Replies: 16
- Views: 16979
Re: [0.12.x] PvP_Ruins
Woo, I haven't update this map in a looong time. If I recall correctly, defines.lua defined a few constant in the game. It is highly probable that this scenario doesn't work at all in factorio 0.14. If you want, I can take some time to update it so that it works with the new factorio version. I'm ha...
- Fri Mar 25, 2016 1:28 pm
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP_Ruins
- Replies: 16
- Views: 16979
Re: [0.12.x] PvP_Ruins
there is an UI on the top-left corner of the screen:
- Fri Mar 11, 2016 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Forklifts to move around chests
- Replies: 21
- Views: 10854
Re: Forklifts to move around chests
moving chests or crates could a be really fun solution for transporting goods at any rate. it would introduce a brand new mechanic for train logistics. perhaps you should make full chests not holdable by conventional means, only holdable by vehicles such as trains, cars and tanks (at a rate of about...
- Thu Mar 10, 2016 8:10 am
- Forum: Balancing
- Topic: Tanks need a counter in PvP
- Replies: 1
- Views: 1423
Tanks need a counter in PvP
Seriously, in PvP, the only counter to a tank is another tank. Laser turrets don't shoot far enough. Mines barely scratch them. So basically if you don't have another tank or a power armor you're doomed. That and the fact that no static defense will ever be able to stop them (yes, we tried mines + d...
- Thu Mar 10, 2016 7:59 am
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP_Ruins
- Replies: 16
- Views: 16979
Re: [0.12.x] PvP_Ruins
OK so apparently Diplomacy is bugged in that it keeps resetting to Hostile after reloads.
I'll try to fix that for the next release too.
I'll try to fix that for the next release too.
- Tue Mar 08, 2016 9:35 am
- Forum: Implemented Suggestions
- Topic: Why can't we fill barrels with stuff besides oil?
- Replies: 11
- Views: 5835
Re: Why can't we fill barrels with stuff besides oil?
Tanker wagons are planned. This stuff with barrels is just a quick fix until then. To be honest, I feel like having barrels of lubricant would be a really practical addition. One hardly uses lubricant for anything, and when lubricant is needed, it is in small quantities. Having drones flying by wit...
- Mon Mar 07, 2016 11:15 pm
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP_Ruins
- Replies: 16
- Views: 16979
Re: [0.12.x] PvP_Ruins
I plan on adding the following changes for the next update: Add train stops to the always_neutral list Prevent players from other factions from building stuff near an enemy faction's spawn (to prevent turret spawn camping) Add a prep time during which players can't leave their spawn (something aroun...
- Mon Mar 07, 2016 1:19 pm
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP_Ruins
- Replies: 16
- Views: 16979
Re: [0.12.x] PvP_Ruins
Yes, research, logistic networks and gameplay modifiers are distinct for each faction.
You can check the lua documentation to learn more.
You can check the lua documentation to learn more.
- Mon Mar 07, 2016 9:26 am
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP_Ruins
- Replies: 16
- Views: 16979
Re: [0.12.x] PvP_Ruins
I have to admit I have a new-found respect for the people that designed the factorio trailer. Mapmaking is exhausting, even though I only designed, like, 12 major locations. Roads and small ruins are painfully tedious to make. So yeah, a big hurray for those amazing people, because it's thanks to th...
- Mon Mar 07, 2016 2:25 am
- Forum: Maps and Scenarios
- Topic: [0.12.x] PvP_Ruins
- Replies: 16
- Views: 16979
[0.12.x] PvP_Ruins
A magnetic storm has sent your fleet crashing on an alien planet. As you recover in the ruins of old factories, you learn from your radio signals that the other survivors have started fighting over resources to get back into space. It is up to you to collaborate with other players, or beat the crap...
- Sun Mar 06, 2016 9:14 pm
- Forum: Ideas and Suggestions
- Topic: Inter-force interactions
- Replies: 0
- Views: 882
Inter-force interactions
Right now, with the lua api, we can allow a ceasefire between two forces: my_force.set_cease_fire(their_force, true) Now, there is still one problem, in that a force should allow another to access containers and open doors. Something like: my_force.set_interaction_permission(their_force, true) This ...
- Sun Mar 06, 2016 2:19 pm
- Forum: Maps and Scenarios
- Topic: [solved] PvP scenario scripting.
- Replies: 2
- Views: 2422
Re: [Help needed] PvP scenario scripting.
Solved, changed the force of every player entity to "neutral"
EDIT: currently adding diplomacy menu.
EDIT: currently adding diplomacy menu.
- Sun Mar 06, 2016 1:56 pm
- Forum: Maps and Scenarios
- Topic: [solved] PvP scenario scripting.
- Replies: 2
- Views: 2422
Re: [Help needed] PvP scenario scripting.
Ok I solved the two problems myself in the meantime: https://dl.dropboxusercontent.com/u/40487730/Games/Factorio/PvP/Screenshot_2016-03-06_14-49-41.png https://dl.dropboxusercontent.com/u/40487730/Games/Factorio/PvP/Screenshot_2016-03-06_14-49-55.png However, another problem arose: https://dl.dropbo...
- Sun Mar 06, 2016 1:30 pm
- Forum: Maps and Scenarios
- Topic: Map Editor help needed
- Replies: 9
- Views: 5690
Re: Map Editor help needed
you're using the wrong tab.
the tap you want to use is the "entity" tab (the third one)
take the hand tool, select an entity, and right click to place it.
you can use "x" to delete an entity while hovering above it.
the tap you want to use is the "entity" tab (the third one)
take the hand tool, select an entity, and right click to place it.
you can use "x" to delete an entity while hovering above it.
- Sun Mar 06, 2016 12:38 pm
- Forum: Maps and Scenarios
- Topic: Map Editor help needed
- Replies: 9
- Views: 5690
Re: Map Editor help needed
works fine on my side.
are you talking about doors by any chance?
- Sun Mar 06, 2016 11:57 am
- Forum: Maps and Scenarios
- Topic: Map Editor help needed
- Replies: 9
- Views: 5690
Re: Map Editor help needed
It should be the same key as in game (default is r)
you can't rotate walls though.
you can't rotate walls though.
- Sun Mar 06, 2016 10:39 am
- Forum: Maps and Scenarios
- Topic: [solved] PvP scenario scripting.
- Replies: 2
- Views: 2422
[solved] PvP scenario scripting.
I've encountered a recurring problem when playing multiplayer with friends on co-op. We're never able to agree on setup decisions and other trivial stuff, and we keep fighting over who gets to design which part of the base. In order to solve this problem, I decided to create a custom scenario with f...