Search found 172 matches
- Thu Dec 14, 2017 1:10 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Assign Trains to Schedules (Train Routes)
- Replies: 73
- Views: 21855
Re: Assign Trains to Schedules
I mend for the user to implement. Lets see, this coal needs to go to the steel smelter. Was that ID 4532 or 4523? Ah ok, now i got your point. But this problem is only how you organise your base: Let us assume, you have three outposts, that needs coal. Then you can set up the train stations of the ...
- Thu Dec 14, 2017 12:24 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Assign Trains to Schedules (Train Routes)
- Replies: 73
- Views: 21855
Re: Assign Trains to Schedules
Very hard to implement I feel confident, that train stops have an internal id actually and we just don't see them - like the train id you can use already. So, all what the developer have to do is to extend the ui/api of the game so we have (read)-access to this value and add a scheduling option for...
- Thu Dec 14, 2017 11:52 am
- Forum: Frequently Suggested / Link Collections
- Topic: Assign Trains to Schedules (Train Routes)
- Replies: 73
- Views: 21855
Re: Assign Trains to Schedules
So for a fully dynamic setup you would have just one station in the schedule: "Read Signal 'S': Wait for Condition G=1". Then at each station you send S for the next station and G=1 when you want the train to leave. I like it. Exactly. Simplify the schedule, make the circuit network logic...
- Thu Dec 14, 2017 10:46 am
- Forum: Frequently Suggested / Link Collections
- Topic: Assign Trains to Schedules (Train Routes)
- Replies: 73
- Views: 21855
Re: Assign Trains to Schedules
Another solition would be something like this: https://forums.factorio.com/viewtopic.php?f=6&t=53792&p=315599#p315599 The train-stop need a way to send a defined signal of it's own id to the circuit network, similar to the train id it can read and send to network (e.g. "Send your ID to ...
- Tue Nov 07, 2017 10:44 am
- Forum: Ideas and Suggestions
- Topic: Adding a fuel wait condision to trains
- Replies: 6
- Views: 10082
Re: Adding a fuel wait condision to trains
Just build refuel-stations and add this to every train you have and let them wait a few seconds.
Extremely simple and just works
Extremely simple and just works
- Sun Nov 05, 2017 12:34 pm
- Forum: Modding help
- Topic: item with name '...' does not exist
- Replies: 4
- Views: 2333
Re: item with name '...' does not exist
Recipes produce items, not entities. You create an entity in the first part of your code. You'll also have to create the item to be able to make it the result of the recipe. Where i have to define which ressources are needed for my alternate train-stop? You can't extend prototypes. They have the pr...
- Sun Nov 05, 2017 11:16 am
- Forum: Modding help
- Topic: item with name '...' does not exist
- Replies: 4
- Views: 2333
item with name '...' does not exist
Can someone help please: -- item.lua local TrainStop = table.deepcopy(data.raw["train-stop"]["train-stop"]) TrainStop.name = "train-stop-alt" --TrainStop.default_id_signal = {type = "virtual", name = "signal-S"} local TrainStopRecipe = table.deepcopy...
- Sat Nov 04, 2017 2:22 pm
- Forum: Ideas and Suggestions
- Topic: train-stop id and train targets a train-stop by id
- Replies: 1
- Views: 1279
train-stop id and train targets a train-stop by id
Hello @all, i've searched in the existing mods, but i didn't find any appropiate. I want to have two things additionally to the existing train and train-stop-logics: The train-stop need a way to send a defined signal of it's own id to the circuit network, similar to the train id it can read and send...
- Mon Oct 09, 2017 7:55 am
- Forum: Gameplay Help
- Topic: Help needed: Train Station Setup
- Replies: 2
- Views: 1120
Help needed: Train Station Setup
Hello everyone! I have a main base with a mainbus system. My next goal is to stretch the production into some outposts (smelting of my ores to plates is sourced out already). My next step is to source out the production of green circuits. But here is my problem: I need metal plates in my mainbase an...
- Fri Sep 22, 2017 1:02 pm
- Forum: Gameplay Help
- Topic: automatically mark for deconstruction in vanilla
- Replies: 3
- Views: 941
Re: automatically mark for deconstruction in vanilla
Did you understand the request of OP?
@OP: Without Mods, there is no way, actually. But perhaps in a future release.
Greetz, Ronny
@OP: Without Mods, there is no way, actually. But perhaps in a future release.
Greetz, Ronny
- Fri Sep 22, 2017 12:55 pm
- Forum: General discussion
- Topic: electricity are cheap
- Replies: 5
- Views: 2452
Re: electricity are cheap
do you think they are cheap ? because nuclear reactor will give 1 year worth of electricity, so i can ignore electric problem after i make 2 of it. You change your mind after you start to think big. At the moment, i'm preparing my first Pre-Megabase, so i build a 2x2-NPP-Setup for the first time. I...
- Thu Jul 13, 2017 8:22 pm
- Forum: Releases
- Topic: Version 0.15.29
- Replies: 11
- Views: 11816
Re: Version 0.15.29
Cone somebody explain this change a little bit more? I don't get it...Underground pipes will no longer connect if there is candidate ghost underground pipe between them.
Thx
- Thu Jun 29, 2017 5:02 am
- Forum: General discussion
- Topic: do dev planning on DLC ?
- Replies: 4
- Views: 1800
Re: do dev planning on DLC ?
After finishing the game, DLCs would be great. I have no problem to pay 10 to 15 bucks every half a year to support the dev team to continue the development for this game. With upcoming released DLC they could make something like a battle chest (like WoW) for new players to get the stuff to an actua...
- Sat Jun 24, 2017 4:27 am
- Forum: Technical Help
- Topic: Not enough video memory
- Replies: 3
- Views: 1282
Not enough video memory
Hello there, with the latest experimental version of factorio i can't set the sprite details on high, because i got this error message: Not enough video memory (VRAM) We could not detect how much video memory (VRAM) is available on this cvomputer. The recommend... When i start GPU-Z, it shows me the...
- Wed Jun 21, 2017 1:15 pm
- Forum: This Forum
- Topic: languages in this forum...
- Replies: 2
- Views: 1174
Re: languages in this forum...
Ahh... found something to this question.
Just ignore me and my dumbness to search for the things i wanna know...
Just ignore me and my dumbness to search for the things i wanna know...
- Wed Jun 21, 2017 1:13 pm
- Forum: This Forum
- Topic: languages in this forum...
- Replies: 2
- Views: 1174
languages in this forum...
Allthough the default language in this forum is english,
are there any rules about the languagues used in this forum? May i, for example, open a german thread, if i want to?
Would it be an option to create a subforum for other languages, if questioned?
are there any rules about the languagues used in this forum? May i, for example, open a german thread, if i want to?
Would it be an option to create a subforum for other languages, if questioned?
- Thu Jun 08, 2017 12:30 pm
- Forum: General discussion
- Topic: Beacons fully becomes the trash!
- Replies: 23
- Views: 8700
Re: Beacons fully becomes the trash!
For what it's worth the reason I'm not that fond of analyzing in terms of Solar Power, is that if there is unused coal it tends to be a lot cheaper to make miners + coal power, and if there is unused uranium then nuclear power is also a lot cheaper than solar assuming you are building on a large sc...
- Sun May 21, 2017 8:58 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Circular Kovarex Enrichment Setup
- Replies: 42
- Views: 99978
Re: Circular Kovarex Enrichment Setup
I have no clue, if my setup is a good one, but it is freely scalable:
Same Setup, a little time later:
Greetings, Ronny
Same Setup, a little time later:
Greetings, Ronny
- Thu May 18, 2017 6:39 pm
- Forum: 1 / 0 magic
- Topic: [0.15.3] Failed to create display [Radeon/DirectX] (MR)
- Replies: 11
- Views: 4679
[0.15.12] Game crashes with D3D
Hello there, i don't know, if it's really a bug. If i'm trying to start the game, i got a D3D-Error (You can see it in the attached file). If i'm changing the game-config to use OpenGL, the game starts normally. Factorio worked in 0.15.10 with default-config fine. edit: 0.013 Available display adapt...
- Mon May 15, 2017 2:07 pm
- Forum: General discussion
- Topic: 0.15 Oil Rebalancing - Too Far?
- Replies: 38
- Views: 13459
Re: 0.15 Oil Rebalancing - Too Far?
Oil was broken in 0.14 and is just fine now. If you really think the game generates to much, just lower the size of oil fields before you start a new game. In my last game in 0.14 i had several oil fields equipped with pumpjacks, but none of them supported my base with crude oil for at least more th...