Search found 995 matches: electric rail

Searched query: +electric +rail

by tinker9
Thu Apr 17, 2025 11:18 am
Forum: Bug Reports
Topic: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean
Replies: 6
Views: 364

Re: [2.0.43] Rail signals cannot be ghost-placed next to a rail in oil ocean

I can also reproduce this by trying to force-replace a medium electric pole next to a rail line, after moving the signal in my hand next to another rail at a different angle. (I'm doing this using remote view.)
by lmb
Mon Apr 14, 2025 3:28 pm
Forum: Documentation Improvement Requests
Topic: Faulty Example for circuit_condition :: Read|Write CircuitConditionDefinition
Replies: 0
Views: 44

Faulty Example for circuit_condition :: Read|Write CircuitConditionDefinition

... condition={
comparator=">",
first_signal={type="item", name="rail-chain-signal"},
constant=4}
}
the following worked for me:
a_behavior ... constant=4
}
end

local recipe = game.player.force.recipes["electric-engine-unit"]
create_buffer_chest({x = position.x + 3, y = position.y ...
by Loewchen
Sun Mar 23, 2025 7:33 pm
Forum: Bug Reports
Topic: [2.0.42] Crash on desync "Close active window called while game is being saved."
Replies: 1
Views: 387

Re: [2.0.42] Crash on desync

... FeatureFlag quality = true
1.282 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
1.282 Info ModManager.cpp:444: FeatureFlag segmented ... cupric-asteroids 1.2.1 (settings.lua)
1.303 Loading mod settings electric-trains 0.4.0 (settings.lua)
1.304 Loading mod settings ion-thruster 1 ...
by boskid
Tue Mar 18, 2025 7:23 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.18] Rail signal wire connections break upon rotation sometimes
Replies: 1
Views: 940

Re: [boskid][2.0.18] Rail signal wire connections break upon rotation sometimes

... was that wire reach is performed as a distance between selection boxes, rail signals have rotated selections boxes and as it turns out, our code for ... passing (with distance of 8.85) but when signal was on the sides of electric pole, the distance measured was 9.05 and the wire failed a reach check ...
by LdV
Tue Mar 18, 2025 6:51 am
Forum: 1 / 0 magic
Topic: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"
Replies: 26
Views: 1583

Re: Unable to load previous saved game! - "Corrupt map. Unknown decorative ID: 132"

... FeatureFlag quality = false
3.931 Info ModManager.cpp:444: FeatureFlag rail-bridges = false
3.931 Info ModManager.cpp:444: FeatureFlag segmented ... through-2 0.1.2 (settings.lua)
3.933 Loading mod settings Advanced-Electric-Revamped-v16 0.7.4 (settings.lua)
3.933 Loading mod settings ...
by AnriMachishiro
Fri Mar 07, 2025 5:37 am
Forum: Ideas and Suggestions
Topic: Brush deconstruction tool
Replies: 6
Views: 326

Re: Brush deconstruction tool

... something like this might be great for clearing forest for a diagonal rail line. It's easy for me to do cutting for horizontal or vertical, but diagonal is a pain.


As a big fan of Rail World map, I'd strongly agree with OP.
After a mine depletion,
- I just want to:
get my electric mining drills ...
by Mr Wednesday
Fri Mar 07, 2025 4:42 am
Forum: Ideas and Suggestions
Topic: Brush deconstruction tool
Replies: 6
Views: 326

Re: Brush deconstruction tool

... something like this might be great for clearing forest for a diagonal rail line. It's easy for me to do cutting for horizontal or vertical, but diagonal is a pain.


As a big fan of Rail World map, I'd strongly agree with OP.
After a mine depletion,
- I just want to:
get my electric mining drills ...
by AnriMachishiro
Fri Mar 07, 2025 3:56 am
Forum: Ideas and Suggestions
Topic: Brush deconstruction tool
Replies: 6
Views: 326

Re: Brush deconstruction tool

As a big fan of Rail World map, I'd strongly agree with OP.
After a mine depletion,
- I just want to:
get my electric mining drills, furnaces, railways back for further use
- I don't want to:
cut trousands of trees with the railway together
get fishes in the water with the railway together
by datarza
Thu Feb 20, 2025 7:39 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 479
Views: 279564

Re: 3 and 4 way intersections

Here is the fixed 3 way intersection for placing `Big electric pole` in the center and better rail signals placement, like `3 vie design 4 `

02-20-2025, 14-38-37.png

0eNqVmOuOokAQhd+lf8OEvhW0r7KZbFBZ7UTRIE52Ynj3xQu4g8XMqV9Gpb+crjrVffSilrtzdWxi3arFRcXVoT6pxa+LOsVNXe6un9XlvlIL1ZRxp7pExXpd ...
by Factoruser
Sat Jan 25, 2025 2:43 pm
Forum: Ideas and Suggestions
Topic: Rail and train "immunity" needs to be explained to the player
Replies: 3
Views: 631

Re: Rail and train "immunity" needs to be explained to the player

... just vast counts of concrete and heatpipes and stacks of pipes, belts, electric poles, assembling machines and 2 heating towers plus the items for the ... while you're trying to build it. And supporting it with missiles or railgun ammo is nearly impossible (=> explosives production).

Of course you ...
by rjdunlap
Sat Jan 25, 2025 4:47 am
Forum: Already exists
Topic: Recycler capped at 12 outputs?
Replies: 2
Views: 411

Recycler capped at 12 outputs?

... details_in_recipe_tooltip = false},
{type = "item", name = "medium-electric-pole", amount = 1, probability = 0.04, show_details_in_recipe_tooltip ... 0.04, show_details_in_recipe_tooltip = false},
{type = "item", name = "rail", amount = 1, probability = 0.04, show_details_in_recipe_tooltip = false ...
by ikarikeiji
Thu Jan 23, 2025 6:34 pm
Forum: Ideas and Suggestions
Topic: Aquilo: add an upgraded roboport that won't freeze
Replies: 7
Views: 640

Aquilo: add an upgraded roboport that won't freeze

... expanding construction network you ultimately need nothing more than electric poles and roboports outside your "mall" area.

Back on Vulcanus when I wanted to add a long rail line remotely, I already had a full mall setup with roboports and construction bots, so I just laid out my rail line, then ...
by ikarikeiji
Thu Jan 23, 2025 6:19 pm
Forum: Ideas and Suggestions
Topic: Rail and train "immunity" needs to be explained to the player
Replies: 3
Views: 631

Rail and train "immunity" needs to be explained to the player

... misleading in one particular way.

Fulgora's entry doesn't explain that rails (and related entities like signals), and trains, are immune from ... from freezing. In fact the entry explicitly says "ALL entities except electric poles WILL freeze"... so that's outright incorrect. I haven't needed ...
by SavageVector
Sat Jan 18, 2025 11:48 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 479
Views: 279564

Re: 3 and 4 way intersections

... so just did my best. Looks pretty messy, and I have no idea how to do rail signals on an intersection without crossings; but I think it works okay ... thinner footprint. Added some (atrociously spaced) roboports and electric poles. Put slightly more care into signals, cutting back by like 10 ...
by puffpants
Sun Jan 12, 2025 6:01 pm
Forum: Technical Help
Topic: [2.0.38] headless debian 12 server random crashes
Replies: 11
Views: 1017

Re: [2.0.38] headless debian 12 server random crashes

... 43 factorio002 factorio[397]: 0.095 Info ModManager.cpp:438: FeatureFlag rail-bridges = true
Jan 12 00:04:43 factorio002 factorio[397]: 0.095 Info ... 397]: 0.108 Script @__Bottleneck__/settings.lua:191: not_plugged_in_electric_network - off none
Jan 12 00:04:43 factorio002 factorio[397]: 0.108 ...
by Nonflavored
Fri Jan 10, 2025 2:44 am
Forum: Pending
Topic: [2.0.29] Crash placing blueprint (CollisionSquareDetectionLogic)
Replies: 1
Views: 362

[2.0.29] Crash placing blueprint (CollisionSquareDetectionLogic)

... FeatureFlag quality = true
1.088 Info ModManager.cpp:444: FeatureFlag rail-bridges = true
1.088 Info ModManager.cpp:444: FeatureFlag segmented ... 1736474629
110.616 Info MapSetupHelper.cpp:674: Deleting 2 leaked electric networks
111.192 Loading script.dat: 1222 bytes.
111.255 Checksum for ...
by IsaacOscar
Sat Jan 04, 2025 11:21 am
Forum: Balancing
Topic: Electric poles should be lightning proof on Fulgora just like rail components
Replies: 17
Views: 2528

Re: Electric poles should be lightning proof on Fulgora just like rail components

Kyralessa wrote: Sat Jan 04, 2025 11:19 am Does it also work for ghosts?
Sadly no, ghost's can't be hit by lightning or frozen.
by Kyralessa
Sat Jan 04, 2025 11:19 am
Forum: Balancing
Topic: Electric poles should be lightning proof on Fulgora just like rail components
Replies: 17
Views: 2528

Re: Electric poles should be lightning proof on Fulgora just like rail components

IsaacOscar wrote: Sat Jan 04, 2025 10:31 am ...just plop something down and check for the icon:
Does it also work for ghosts?
by IsaacOscar
Sat Jan 04, 2025 10:31 am
Forum: Balancing
Topic: Electric poles should be lightning proof on Fulgora just like rail components
Replies: 17
Views: 2528

Re: Electric poles should be lightning proof on Fulgora just like rail components

Yup, much easier than my ctrl-shift-f stupidity, just plop something down and check for the icon:
01-04-2025, 20-30-08.png
01-04-2025, 20-30-08.png (149.91 KiB) Viewed 1682 times
01-04-2025, 20-29-47.png
01-04-2025, 20-29-47.png (151.91 KiB) Viewed 1682 times
(Assuming you don't put it down within range of a lightning rod or heat pipe).
by h.q.droid
Sat Jan 04, 2025 9:45 am
Forum: Balancing
Topic: Electric poles should be lightning proof on Fulgora just like rail components
Replies: 17
Views: 2528

Re: Electric poles should be lightning proof on Fulgora just like rail components

... wiki to play a game. To avoid spoilers I didn't read those wikis / fffs until solar edge.


I guess the in-game source would be that if you build rails between islands and route trains between them, you don't see the little "subject to lightning" icon that you see on other things. But that's easy ...

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