Search found 5701 matches
- Sat Mar 23, 2024 4:02 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 16134
Re: Friday Facts #403 - Train stops 2.0
Is "Trains on the way" a list of all trains headed to a station with the same name or only trains headed to this exact station? When I rename a station and it is the only station with that name then the schedule of trains is changed to the new station. But when there are multiple stations ...
- Sat Mar 23, 2024 3:52 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 16134
Re: Friday Facts #403 - Train stops 2.0
I love that you play with double headed trains. But have you ever build stations like this? train-deadlock.png Train stations can be palindrom. By having 2 stops trains can enter from either side and the cargo or fluid wagons are at the same location both ways (assuming your trains cargo and fluid w...
- Fri Mar 22, 2024 11:32 pm
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 9
- Views: 414
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
You can enter or
One is with text and the other without. Sadly only one you can select with the icon selector, you have to type in the other (or use the RichTextHelper mod). At least in chat you have that behavior.
Code: Select all
[item=iron-gear-wheel]
Code: Select all
[img=item/iron-gear-wheel]
- Fri Mar 22, 2024 11:19 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 44352
Re: Friday Facts #384 - Combinators 2.0
If only there where instant through holes. A wire with one side red and the other side green. :) I could suggest an arithmetic combinator set to Each+0=Each to accomplish that. ;) That's not instant. That's got a delay of 1 tick. I have a feeling the devs will not want to add anything that can take...
- Fri Mar 22, 2024 11:14 pm
- Forum: Ideas and Suggestions
- Topic: Stacked Belts should be their own item.
- Replies: 15
- Views: 1040
Re: Stacked Belts should be their own item.
There could be different icons for stacked things. For ores and sand the icons could be a piles of different size. For steel the icons would look more like steel next to each other instead of on top. Steel is so heavy that a few beams are a lot already and just one layer of beams is plenty for a tru...
- Fri Mar 22, 2024 10:02 am
- Forum: General discussion
- Topic: Quality level run-off poll
- Replies: 31
- Views: 1623
Re: Quality level run-off poll
(My own opinion is that even 'S', let alone 'SS' or 'SSS', is symptomatic of unplanned extensions to a range. You designed a range with, say, 'A' to 'D', and then find later that you need a higher grade than 'A', so have to improvise. Adding such things in at the start is pointless.) You don't watc...
- Fri Mar 22, 2024 12:00 am
- Forum: Ideas and Suggestions
- Topic: Skip mod loading
- Replies: 5
- Views: 346
Re: Skip mod loading
A --no-mods or --edit-mods option could be nice. As well as --sync-mods FILE.
Best I have for playing different set of mods is:
bin/x64/factorio --mod-directory <path to games mods>
Best I have for playing different set of mods is:
bin/x64/factorio --mod-directory <path to games mods>
- Thu Mar 21, 2024 11:54 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 296
- Views: 153207
- Thu Mar 21, 2024 11:51 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 44352
Re: Friday Facts #384 - Combinators 2.0
Changing the graphics I think would be the least problem. I'm pretty sure there are lots of cases where the code basically reads: for (i = 0; i < 2; ++i) { ... } instead of for (i = 0; i < MAX_WIRES; ++i) { ... } . That goes for mods too. As for overcomplicating ... I would guess the opposite: &quo...
- Thu Mar 21, 2024 2:53 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22167
Re: Friday Facts #402 - Lightspeed circuits
The idea of wireless data transmission has been on my mind for years. I'm even surprised that the development team didn't come up with it much earlier. There is a lot of fun in laying wires. But it is tiring, and sometimes you opt for the simple solution of not laying wires, relying on simple thing...
- Thu Mar 21, 2024 9:26 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 44352
Re: Friday Facts #384 - Combinators 2.0
First I would just want to have 3 or 4 colors for the wire. The interface already has 2 so enlarging that to 4 should not be such a daunting path. Oh, yeah, definitely. Having a couple of extra circuit network channels would be nice. But I suspect that the idea may get turned down as overcomplicati...
- Thu Mar 21, 2024 9:16 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 296
- Views: 153207
Re: 3 and 4 way intersections
When a train arrives at the intersection it will have a path already picked to cross it and it will go past the first signal. At that point the path is locked in, there is no way the train can repath when there is congestion to drive around a blockage. Like I previously said, when a train's braking...
- Wed Mar 20, 2024 9:25 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 328
- Views: 44352
Re: Friday Facts #384 - Combinators 2.0
First I would just want to have 3 or 4 colors for the wire. The interface already has 2 so enlarging that to 4 should not be such a daunting path.
- Wed Mar 20, 2024 9:23 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 102
- Views: 19664
Re: Friday Facts #401 - New terrain, new planet
It's all wrong! There's a reason why both cliffs and water follow height lines, and no reason why forests should leave convenient thoroughfares for the character's car. That said, this garden will make a much better playground than untamed wilderness. Even if it poses the question of where the gard...
- Wed Mar 20, 2024 9:10 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22167
Re: Friday Facts #402 - Lightspeed circuits
It's actually more trivial than that. You can just decide that any object with an y coordinate "higher" than the foundry's top position appears behind it, and everything else appears in front of it. Is there a reason this can't be done? That looks simple enough.Why not render sprites from...
- Wed Mar 20, 2024 9:04 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 296
- Views: 153207
Re: 3 and 4 way intersections
Sorry, can not understand the problem, please explain. I can confirm, that turning to the right (from top) blocks the train, which turns to left (from bottom), it is expected behaviour for unbuferred intersections (and for buffered probably as well). Why not just use the Wide instead? The only adva...
- Wed Mar 20, 2024 9:27 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 296
- Views: 153207
Re: 3 and 4 way intersections
Multiple chain signals in a row without any junction between them (such as a crossing) do absolutely nothing. In the picture, the green circled signals are great. The red circled signals can be deconstructed. I think the earlier a chain signal is in a series is the better. The game will reserve a s...
- Tue Mar 19, 2024 3:37 pm
- Forum: Combinator Creations
- Topic: Wireless transmission using (modded) radars
- Replies: 5
- Views: 413
Re: Wireless transmission using (modded) radars
You and everyone else has quite a different idea of what a channel for wireless transmission is. Here is the link to the official wiki :https://wiki.factorio.com/Circuit_network Senders broadcast the amount of items or fluids they contain or other data definable by the player. Each amount is broadc...
- Mon Mar 18, 2024 4:29 pm
- Forum: Ideas and Suggestions
- Topic: Requster / Buffer / Provider chest combination
- Replies: 11
- Views: 498
Re: Requster / Buffer / Provider chest combination
Could you give a blueprint of something that does this using requester, buffer and active provider chests? Might make it more clear what you're actually after. No, I can't. It's impossible to do the things in this idea with existing chests. You can approximate the functionality but not match it. Fo...
- Mon Mar 18, 2024 4:06 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 22167
Re: Friday Facts #402 - Lightspeed circuits
So do you actually have a separate wire going long distance from your main base to each outpost? That would be a lot of wires going into the main base and require a large switching circuit there to handle all those wires. No because there is only 2 color of wire unlike many channel as proposed when...