Search found 533 matches
- Thu Mar 14, 2019 11:38 am
- Forum: Gameplay Help
- Topic: [0.17.9] I can't get the speakers to work! [SOLVED]
- Replies: 7
- Views: 2520
Re: [0.17.9] I can't get the speakers to work!
Maybe dumb question: is the speaker powered in the save in which it doesn't work?
- Thu Mar 14, 2019 11:11 am
- Forum: Gameplay Help
- Topic: [0.17.9] I can't get the speakers to work! [SOLVED]
- Replies: 7
- Views: 2520
Re: [0.17.9] I can't get the speakers to work!
That's... really weird. Can you post your full mod list? I did a quick test on a sandbox map and it worked with Electric Furnaces enabled.
- Wed Mar 13, 2019 6:41 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.11] Trains waiting at chain signals keeping changing state
- Replies: 3
- Views: 2497
Re: [0.17.11] Trains waiting at chain signals keeping changing state
Odd, I could only get it to happen on my save when using circuit conditions. My trains were waiting for the same one station, held back by chain signals.
- Wed Mar 13, 2019 12:56 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.11] Trains waiting at chain signals keeping changing state
- Replies: 3
- Views: 2497
[kovarex] [0.17.11] Trains waiting at chain signals keeping changing state
In Honk , I use the change of state to defines.train_state.arrive_signal to sound the horn for trains coming to a stop at signals.
I've received complaints from users and done some testing, and found that trains waiting at a chain signal for a red normal signal will, every 5 seconds or so, change ...
I've received complaints from users and done some testing, and found that trains waiting at a chain signal for a red normal signal will, every 5 seconds or so, change ...
- Tue Mar 12, 2019 11:29 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
- Replies: 14
- Views: 4417
Re: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
Thanks, being that it wasn't in the changelog I might never have noticed
- Tue Mar 12, 2019 11:23 am
- Forum: Modding help
- Topic: Increasing audible range of sound
- Replies: 1
- Views: 760
Re: Increasing audible range of sound
So far the best I've been able to think up is finding all approximately nearby players, doing a finer distance calculation on them, and then playing the sound for each of those players at a volume proportionate to the distance.
This strikes me as sub-optimal
This strikes me as sub-optimal
- Tue Mar 12, 2019 5:44 am
- Forum: Modding help
- Topic: Increasing audible range of sound
- Replies: 1
- Views: 760
Increasing audible range of sound
I've been rebuilding Honk to use the play_sound function instead of spawning invisible explosions, and I'm not 100% sure but it feels like the volume falloff over distance is more severe than it used to be.
Is there any way to increase the audible range of a sound without simply making it audible ...
Is there any way to increase the audible range of a sound without simply making it audible ...
- Mon Mar 11, 2019 2:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
- Replies: 14
- Views: 4417
Re: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
Then change this. If even an mod could do it before, why wouild u remove that feature when u add it to the game? ( :roll: :roll: :roll: :roll: )
This is not how you win friends and influence people.
@Rseding So, can't we just allow this? Both for fast-replace and upgrade planner, when both ...
- Sat Mar 09, 2019 5:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
- Replies: 14
- Views: 4417
- Fri Mar 08, 2019 1:02 pm
- Forum: Implemented Suggestions
- Topic: Carry over custom inserter pickup/drop when upgrading/fast replacing
- Replies: 15
- Views: 4584
Carry over custom inserter pickup/drop when upgrading/fast replacing
Currently, manually fast-replacing or using the upgrade planner on an inserter results in the upgraded inserter reverting to the prototype's pickup_position and drop_position.
I'd like to suggest that when an inserter is fast-replaced or upgraded, if the prototypes allow custom vectors then the ...
I'd like to suggest that when an inserter is fast-replaced or upgraded, if the prototypes allow custom vectors then the ...
- Thu Mar 07, 2019 11:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
- Replies: 21
- Views: 15328
Re: [0.17.7] Pumps substantially slower than 0.16.x, but no changelog entry -- intentional or bug?
(Also, a quirk, like in 0.16, the default_temperature for water and steam is 15, but for the other fluids 25...)
This is what enables the long-time feature of engines destroying other fluids. Their higher-than-background temperature and minimal heat capacity mean there's a tiny amount of energy ...
- Thu Mar 07, 2019 2:50 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88209
Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
I've slightly changed the way incineration recipes are generated, now the burner incinerator can't destroy burner fuel (except for wood), and the electric incinerator can destroy any item at all, including fuels.
- Thu Mar 07, 2019 2:36 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 97995
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Fixed, thanks for pointing that out.
- Tue Mar 05, 2019 5:34 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.13.x] Honk!
- Replies: 32
- Views: 28935
Re: [MOD 0.12.x, 0.13.x] Honk!
Thanks, and I know what you mean - I made the mod as a joke response to a throwaway line in the Factorio IRC channel, and now I can't play without it.
Railyards feel so empty and lifeless without the gentle honking of migrating trains
Railyards feel so empty and lifeless without the gentle honking of migrating trains
- Thu Feb 28, 2019 5:07 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
- Replies: 14
- Views: 4417
Re: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
Is there anything in the API to let me detect this and handle it programmatically?
- Wed Feb 27, 2019 10:21 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 97995
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Any electric boiler is going to require as much power to run as you get from putting its steam through an engine, unless the designer explicitly gives it more than 100% efficiency.
This mod seems more what you're after, but it hasn't been updated for 0.17 yet:
https://mods.factorio.com/mod/CW ...
This mod seems more what you're after, but it hasn't been updated for 0.17 yet:
https://mods.factorio.com/mod/CW ...
- Wed Feb 27, 2019 10:14 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 97995
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
It's intended for providing steam for things like coal liquefaction, or advanced oil processing (if using a modified recipe that uses steam instead of water).
While you could use it to make a solar power plant store steam for night-time usage, that's not what it's really meant for.
While you could use it to make a solar power plant store steam for night-time usage, that's not what it's really meant for.
- Wed Feb 27, 2019 12:20 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 97995
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
I just made a quick test setup, and when powered with 900 kW they produce 30 steam per second, or 1800 per minute.
Do note that the coal-fired boiler produces twice as much steam
Do note that the coal-fired boiler produces twice as much steam
- Wed Feb 27, 2019 11:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
- Replies: 14
- Views: 4417
[0.17.1] Inserters lose modified pickup/drop positions when upgraded with planner
As per the title, when using the new upgrade planner to replace inserters that have had their pickup_position or drop_position changed by a mod, those changed positions are reset to default on the replacement entity.
Is this intended behaviour?
Is this intended behaviour?
- Fri Feb 15, 2019 7:32 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 88209
Re: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
That's by design. The mod doesn't create incineration recipes for any fuel with an energy value equal to coal (or greater). This is so that a coal-fired burner incinerator doesn't just destroy your entire fuel supply.
Factorio 0.17 is due out soon, when that's released I'll add an options menu ...
Factorio 0.17 is due out soon, when that's released I'll add an options menu ...