Search found 2119 matches

by Qon
Sat Jan 27, 2024 12:35 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16687

Re: Friday Facts #395 - Generic interrupts and Train stop priority

- Is the prio only used for target picking or also used in source picking? So let's say we have 5 different stations supplying X at 50/40/30/20/10 prios, will a train go to the suppliers in order of priority, assuming all stations are open etc., and will the trains then leave the station in order o...
by Qon
Sat Jan 27, 2024 1:31 am
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16687

Re: Friday Facts #395 - Generic interrupts and Train stop priority

I'm not yet convinced I can "totally make a train go to station "[A]" by sending the [A] signal to its train stop." with the information provided. That sounds like you extrapolated based on wishful thinking. From the FFF: We also have similar signals for 'Any Fluid', 'Any Fuel' ...
by Qon
Fri Jan 26, 2024 7:13 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 20651

Re: Friday Facts #394 - Assembler flipping and circuit control

The splitters are configured with a GUI, and when flipped the GUI configuration for left/right input/output priority and filters swap the left/right configuration. If rail signals (and chain, stops) were changed to GUI configurations on rail pieces and then the entities were changed to just graphica...
by Qon
Fri Jan 26, 2024 6:34 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16687

Re: Friday Facts #395 - Generic interrupts and Train stop priority

And even with a way to route trains to stops dynamically, we might still need to design a whole central scheduling computer with combinator hashtables and whatnot, so it's not exactly making the game too easy either. I'm making the solution for that with my Combinassembly language. Of course, my su...
by Qon
Fri Jan 26, 2024 3:10 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16687

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Could there be a case where you need different priority for incomming and outgoing trains? If so, I guess it can be done via circuitery, but a separate slider would be much easier. For a train to arrive you need a train to leave first if it's taken. If priority is lower to leave then trains will be...
by Qon
Fri Jan 26, 2024 1:52 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16687

Re: Friday Facts #395 - Generic interrupts and Train stop priority

So in 2.0, disabled trains stops will act as if they have 'Train limit = 0': I'm not yet convinced that the new cool interrupt features allow us to completely control trains with circuits. The interrupts and the generic signals are very cool, but with generic signals only being able to take the sig...
by Qon
Fri Jan 26, 2024 1:11 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16687

Re: Friday Facts #395 - Generic interrupts and Train stop priority

Easier train dispatching Another annoyance which becomes more clear with larger train systems, is the pain of creating and dispatching new trains. With the ability to blueprint trains, it is almost painless, but you still need to manually set them to automatic mode. No Longer! Now when a train blue...
by Qon
Fri Jan 26, 2024 12:59 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 16687

Re: Friday Facts #395 - Generic interrupts and Train stop priority

2. What if there's other text in the stop name, such as the name of the item, written in the player's language? Can the placeholder match that? I don't want to lose readability by having the only unique part of the stop name being the icon, especially in modded playthroughs with lots of similar (or...
by Qon
Thu Jan 25, 2024 7:45 pm
Forum: Gameplay Help
Topic: How to delete entire construction queue for robots
Replies: 9
Views: 623

Re: How to delete entire construction queue for robots

Know what you are doing though. It's a tradeoff, too high and latency does possibly decrease, but you pay with lower UPS as well. But you can set it back to default after you are done if you want to test it. This is why it's so slow for you: https://forums.factorio.com/download/file.php?id=80441 The...
by Qon
Thu Jan 25, 2024 2:36 pm
Forum: Gameplay Help
Topic: How to delete entire construction queue for robots
Replies: 9
Views: 623

Re: How to delete entire construction queue for robots

Make a deconstruction planner filtered to only remove ghosts and zoom out on map and just remove them all then. I tried it, unfortunately the filter for ghosts in the deconstruction planner does not work to remove upgrade requests for buildings, it only removes blueprints for buildings that would b...
by Qon
Thu Jan 25, 2024 1:52 pm
Forum: Gameplay Help
Topic: How to delete entire construction queue for robots
Replies: 9
Views: 623

Re: How to delete entire construction queue for robots

robots everywhere stop working until those orders are done Wrong. But having a large amount of build order within construction reach without materials will make the queue longer so it takes more time to go through the list. But that just means construction bots will react a bit slower to build requ...
by Qon
Thu Jan 25, 2024 1:44 pm
Forum: Ideas and Suggestions
Topic: Proposal for achievements with mods.
Replies: 5
Views: 480

Re: Proposal for achievements with mods.

And I am aware that it is a recurring request, however I wanted to suggest a solution that's more than just "enable all achievements". Just enable steam achievements and have modded achievement list merged with regular list and allow commands, cheats and editor for achievements is probabl...
by Qon
Wed Jan 24, 2024 5:51 pm
Forum: Modding help
Topic: Calling other mods functions in the data stage
Replies: 7
Views: 422

Re: Calling other mods functions in the data stage

In my mod, i want other mods to be able to call a function i define in the data stage to create alot of related prototypes. However, i don't think mods can communicate with each other in the data stage, only in the control stage. I would like this ability to be added to the data stage to allow othe...
by Qon
Tue Jan 23, 2024 8:49 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 133
Views: 20651

Re: Friday Facts #394 - Assembler flipping and circuit control

I don't recall this being asked anywhere.. but when we set a new recipe on the assembler, what happens to the built up productivity bonus? Does the productivity progression carry over to the new recipe, or does it reset? If it carries over, that could be gamed for profit. For example, set up a circ...
by Qon
Mon Jan 22, 2024 9:32 pm
Forum: Show your Creations
Topic: My little boy's factory
Replies: 3
Views: 669

Re: My little boy's factory

This board is called "Show your Creations".
But in this case a fitting name would be "Show your Creation's Creations" :lol:
I'm happy for you.
by Qon
Mon Jan 22, 2024 5:21 pm
Forum: General discussion
Topic: Is there a specific reason why wood is so useless? [edit: I was wrong, it's not]
Replies: 21
Views: 2359

Re: Is there a specific reason why wood is so useless?

Tertius wrote:
Mon Jan 22, 2024 5:17 pm
Trees are not attacked by biters. For game mechanics, they work like indestructible, non-attackable entities.
Wrong.
by Qon
Sun Jan 21, 2024 9:55 pm
Forum: Ideas and Suggestions
Topic: Remove collision of Car/Tank with Spidertron
Replies: 2
Views: 231

Re: Remove collision of Car/Tank with Spidertron

The rationale by which the spidertron collides with no entity, not even huge heavy vehicles like trains, yet collides with small car is baffling. Wrong. The spidertron doesn't collide with the car, the car collides with the spidertron. This is an important distinction, because it explains why the t...
by Qon
Sun Jan 21, 2024 7:41 pm
Forum: Ideas and Suggestions
Topic: IA and FACTORIO
Replies: 10
Views: 839

Re: IA and FACTORIO

Factorio combinators are turing complete. (So are factorio trains, factorio belts, and probably a few other things as well) I have actually planned to make computers out of trains, belts and a few other things... The electric network lets electricity flow to consumers from any producer. This is an ...
by Qon
Sun Jan 21, 2024 6:49 pm
Forum: Gameplay Help
Topic: How to request correct train at stations that accept multiple types of goods
Replies: 7
Views: 525

Re: How to request correct train at stations that accept multiple types of goods

I want to have 1 station that can accept oil or ammunition or maybe logistics bots (what is being accepted doesn't really matter). How can I request that an oil train will go to my remote base when the oil gets low but an ammunition train doesn't? The short answer is that you can't, at least not wi...
by Qon
Sun Jan 21, 2024 9:44 am
Forum: Gameplay Help
Topic: How to request correct train at stations that accept multiple types of goods
Replies: 7
Views: 525

Re: How to request correct train at stations that accept multiple types of goods

The short answer is that you can't, at least not without mods. True in the sense that it is highly unlikely that OP is able to. But it is technically possible with extraordinary effort. Thanks. Pretty much as I thought then. I am sure there is a way - but too complicated and painful to implement!!!...

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