Search found 74 matches

by Sephrat
Thu Oct 20, 2016 11:02 am
Forum: Gameplay Help
Topic: Train waiting bays unused
Replies: 18
Views: 10768

Re: Train waiting bays unused

Trains don't look at distance, they look at signals. That is a very helpful info that makes a lot of sense, that explains why most of time my trains would always chose the far left waiting bay: it's the one with the fewest number of signals. Therefore you ONLY want one signal before the waiting bay...
by Sephrat
Wed Oct 19, 2016 8:54 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)
Replies: 22
Views: 13464

[Rseding91] [0.14.14] Train stuck in between chain signals (due to rerouting?)

A train passed through a chain signal and suddenly stopped some chain signals later. It shouldn't have entered this section if the path wasn't free. train stops.gif Additionally, the train doesn't reroute even though it has alternative available paths. If I switch the automatic mode off/on, it chang...
by Sephrat
Wed Oct 19, 2016 5:54 pm
Forum: Gameplay Help
Topic: Train waiting bays unused
Replies: 18
Views: 10768

Re: Train waiting bays unused

The solution is to link your signals with green wire and make a "faux chain signal". Have all the signals into the loading bays output their status, then have the "faux chain signal" (where your current chain signal is) read those signals and go red if ([Green] = 0). This way th...
by Sephrat
Tue Oct 18, 2016 12:00 pm
Forum: Gameplay Help
Topic: Train waiting bays unused
Replies: 18
Views: 10768

Re: Train waiting bays unused

I've laid my chain signals this way so that blocks are smaller. By doing so, if a train (train 1) is entering a waiting bay on the far left, it doesn't stuck another entering train (train 2): instead of waiting until train 1 has come to a full stop at its waiting bay, train 1 can start moving toward...
by Sephrat
Tue Oct 18, 2016 11:31 am
Forum: Gameplay Help
Topic: Train waiting bays unused
Replies: 18
Views: 10768

Re: Train waiting bays unused

Thanks for your answer. I will test your solution and let you know how it went, however I'm still confused on the path recalculating thing. The train should (re)calculate its path when I switch the automatic mode off/on, shouldn't it? Because that's not the case with my setup: it will always chose t...
by Sephrat
Fri Oct 14, 2016 5:16 pm
Forum: Gameplay Help
Topic: Train waiting bays unused
Replies: 18
Views: 10768

Train waiting bays unused

I'm trying to build a central deposit for my ores, where all my trains from my outposts would unload. Given the high traffic this will involve, I've built parallel waiting bays and made sure that they all have the same length and are equally distant from my deposit. train setup.png (forgive my Paint...
by Sephrat
Fri Sep 30, 2016 2:58 pm
Forum: Ideas and Suggestions
Topic: Sort mod list on client side
Replies: 9
Views: 2785

Re: Sort mod list on client side

Of course it is currently not paged, cause the loading time is currently tolerable and it is much easier to handle a complete list, than a paged one. But there is no way around it, if the number of mods rise. Well yes, here is my point. I think we've already reached the point where there are too ma...
by Sephrat
Fri Sep 30, 2016 11:57 am
Forum: Off topic
Topic: [photos] Factorio in real life
Replies: 153
Views: 297159

Re: [photos] Factorio in real life

luc wrote:Breaking: multiplayer games are now required to be equipped with face masks.
I wish the character would lose health over time if he doesn't have a mask equipped in his modular armor when the pollution is too high! :mrgreen:
by Sephrat
Fri Sep 30, 2016 11:19 am
Forum: Ideas and Suggestions
Topic: Sort mod list on client side
Replies: 9
Views: 2785

Re: Sort mod list on client side

Good idea. So once we have 2,000 mods this will take only 50 seconds to download the list. And you will look only into the first 20 results. that is more effective searching. :) Re-reading my post I think I might not have been clear enough: I'm talking about the mod list ingame, not the website one...
by Sephrat
Wed Sep 28, 2016 9:05 pm
Forum: Not a bug
Topic: [0.14.10] /ban with empty parameters should display a proper message
Replies: 3
Views: 1176

Re: [0.14.10] /ban with empty parameters should display a proper message

Yes but I think/hope nobody can join with an empty username, therefore I believe there should be a special treatment if the parameter is empty/not provided. Nobody wants to ban an unnamed user.
by Sephrat
Wed Sep 28, 2016 9:02 pm
Forum: Ideas and Suggestions
Topic: Sort mod list on client side
Replies: 9
Views: 2785

Sort mod list on client side

Coming from here . Sorting could be enhanced if it was done on the game (client) side rather that on the server side. Even with a decent connection, the response time is desastrous and the game hangs for a simple sorting. It seems that it's already implemented in the public games list, or at least i...
by Sephrat
Wed Sep 28, 2016 8:56 pm
Forum: Not a bug
Topic: [0.14.10] /ban with empty parameters should display a proper message
Replies: 3
Views: 1176

[0.14.10] /ban with empty parameters should display a proper message

Not really a bug but a bit confusing. If I just type /ban , the game bans a user with an empty name. There's a big chance I only wanted to see the list of players banned ( /bans ). Same kind of behaviour with /unban . A bit better: /mute and other similar commands have en error message saying the pl...
by Sephrat
Wed Sep 28, 2016 8:12 pm
Forum: Implemented Suggestions
Topic: Mod Portal: Remember Sorting
Replies: 2
Views: 1452

Re: Mod Portal: Remember Sorting

Not sure if I should open a new thread because it isn't directly related to the idea. Sorting could also be enhanced if it was done on the game (client) side rather that on the server side. Even with a decent connection, the response time is desastrous for a simple sorting. Edit after aubergine18's ...
by Sephrat
Wed Sep 28, 2016 7:05 pm
Forum: Translations
Topic: Terminology: Rocket vs. Missile
Replies: 6
Views: 19062

Re: Terminology: Rocket vs. Missile

I'll necro this post a bit but it appears nothing has been settled yet. I don't use rockets in game but after a few tests I believe that rockets are guided: they always hit the targeted enemy even when it moves. Therefore from what have been said on this matter (guided/unguided), I suggest to use th...
by Sephrat
Mon Sep 19, 2016 1:50 pm
Forum: Spread the Word
Topic: Steam-only questions
Replies: 28
Views: 27717

Re: Steam-only questions

http://steamcommunity.com/id/failtolawl/recommended/427520/ Steam review that is spreading false and misleading information. Everyone needs to go report it. This kind of thing should not be acceptable. I had a look at his review history, he made exactly the same kind of review for Rimworld which I ...
by Sephrat
Mon Sep 19, 2016 12:14 pm
Forum: Translations
Topic: FAQ - How to contribute to Factorio's translation project
Replies: 5
Views: 8860

FAQ - How to contribute to Factorio's translation project

I see more and more people asking questions about the translation process, as well as how to report a mistake in the English texts. I figured we should make a list of those questions with their answers so that you don't have to look everywhere for an answer to your question. General questions Q: I w...
by Sephrat
Sun Sep 18, 2016 2:52 pm
Forum: Not a bug
Topic: [0.14.7] string "[player] was killed by" not translatable
Replies: 2
Views: 808

Re: [0.14.7] string "[player] was killed by" not translatable

Grrr I hate Crowdin's filters by files... It doesn't say anywhere that you're not working on all the files. Sorry about that!
by Sephrat
Sun Sep 18, 2016 7:53 am
Forum: Not a bug
Topic: [0.14.7] string "[player] was killed by" not translatable
Replies: 2
Views: 808

[0.14.7] string "[player] was killed by" not translatable

Title says it all. :-)
I can't find this string on Crowdin. I believe it's caused by the improvement made to the feature in 0.14.6.
by Sephrat
Sat Sep 17, 2016 6:42 pm
Forum: Translations
Topic: English translation/correction?
Replies: 1
Views: 1756

Re: English translation/correction?

You can report mistakes in the initial language and/or suggest a better option by raising an issue in the comment section of the string. You just have to tag it as "Mistake in the source string". ;-) The developers will get notified and they will decide whether or not your suggestion shoul...
by Sephrat
Sat Sep 17, 2016 4:17 pm
Forum: Translations
Topic: "Logistic trash" ==> "Logistic surplus"
Replies: 4
Views: 2925

Re: "Logistic trash" ==> "Logistic surplus"

How about "logistic deposit slot" and call the regular ones "logistic withdrawal slot"? Or, if "withdrawal" makes it too long, "logistic return slot" and the existing "logistic slot". +1 I really like those terms, it's inspiring for translation as w...

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