I really like the signal placement aid.
Hopyfully disallowing "wrong" signals does not hinder the gameplay β might be necessary to use when a crossing is changed. Still: How could we ever play without?
Search found 61 matches
- Mon Apr 18, 2016 8:15 pm
- Forum: News
- Topic: Friday Facts #134 - Signal placement indicator
- Replies: 68
- Views: 36787
- Sun Mar 06, 2016 12:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 96947
Re: [MOD 0.12.x] Smarter Circuitry
Update: Almost works like a charm. Seems that there should be a blacklist for tracked items, one of the sensors recently caught (and deactivated) a logistic robot, meaning that neither the robot would work anymore, nor any trains were controlled.
- Wed Feb 24, 2016 5:35 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 96947
Re: [MOD 0.12.x] Smarter Circuitry
Fixed the problem by changing line 439 in the control.lua of the sensor to: elseif entity.energy ~= nil and entity.energy > 0 then I guess it was mentioned somewhere here: Rails have a power value (== 0) now and are detected as viable target, so that a sensor does not re-connect to the cargo wagon. ...
- Tue Feb 16, 2016 9:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 96947
Re: [MOD 0.12.x] Smarter Circuitry
There is no error. it is just that the sensor does not detect the train's content once the train has departed and arrived again.
- Fri Feb 12, 2016 10:03 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 96947
Re: [MOD 0.12.x] Smarter Circuitry
The download was from your attachment.Cbrad24 wrote:Did you download from my attachment or from the first page?
- Thu Feb 11, 2016 9:53 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 96947
Re: [MOD 0.12.x] Smarter Circuitry
Fixed for 12.22, broken actuators and sensors with trains. Feel free to let me know if anything else is broken until the mod author returns. Cool, thanks! Do you have this on github or something alike? Edit: Did not work, though. The train is recognized when I first place the sensor, but not after ...
- Sun Jan 31, 2016 10:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 96947
Re: [MOD 0.12.x] Smarter Circuitry
When pointing a sensor to a train cargo it will only work when just installed, if I go to another station and come back it dosn't detect the cargo anymore. Is there a workaround this? I have the same problem: Worked fine in 0.12.19, but does not anymore in 0.12.22. Besides that problem, this mod fi...
- Sat Jan 23, 2016 2:22 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 56445
Re: Friday Facts #122 - Better circuit network (Part 1)
I like the light colors in vanilla (used a mod until now, but that's not the same as the light colors were static); also taking the color from the circuit network. There are coloured signals, it is logical to use them. In this sense, I am always for less options in a UI window and more to be built w...
- Sat Dec 26, 2015 2:31 pm
- Forum: Mods
- Topic: [MOD 0.18.X] Pollution detector
- Replies: 42
- Views: 50307
Re: [MOD 0.12.X] Pollution detector
Will there be a release for 0.12.20?
- Sun Dec 06, 2015 3:12 pm
- Forum: Releases
- Topic: Version 0.12.20
- Replies: 32
- Views: 54690
Re: Version 0.12.20
The thing is: writing good software takes time. The guys are doing a great job of making a releasable game that will be fit for steam sales. They even seem to be working on the next features, see FFF. And we even get the intermediary results β otherwise we'd be still stuck on the latest stable relea...
- Sat Dec 05, 2015 2:47 pm
- Forum: Releases
- Topic: Version 0.12.20
- Replies: 32
- Views: 54690
Re: Version 0.12.20
You can always use mods β they come with lots of additional features.toudi wrote:I would also love more frequent feature releases (maybe 1 feture per week?). Dont get me wrong, crashes are bad, but the features come too sparsly.
- Sun Nov 29, 2015 2:58 pm
- Forum: News
- Topic: Friday Facts #114 - Better train conditions
- Replies: 77
- Views: 54445
Re: Friday Facts #114 - Better train conditions
I really like the work on the railway/train UI! *thumbs up!* Instead of setting complicated conditions in a UI window, I'd rather like to be forced to build those on my own; aka: I need an element that allows me to control the train based on network conditions (included) and then some sensor for the...
- Sun Oct 25, 2015 10:22 am
- Forum: Releases
- Topic: Version 0.12.13
- Replies: 6
- Views: 27629
Re: Version 0.12.13
Okay, I'll watch out for a fix then.Oxyd wrote:We know.mrtux wrote:Factorio crashes with this version.
Keep up the good work!
- Sat Oct 24, 2015 6:54 pm
- Forum: Releases
- Topic: Version 0.12.13
- Replies: 6
- Views: 27629
Re: Version 0.12.13
Factorio crashes with this version. :( Using a current Debian stable with an Intel graphics adapter. tux@pingviinit:~/bin/factorio_0.12.13/bin/x64$ ./factorio 0.000 2015-10-24 20:50:48; Factorio 0.12.13 (Build 17141, linux64) 0.000 Operating system: Linux 0.000 Program arguments: "./factorio&qu...
- Sat Mar 07, 2015 4:50 pm
- Forum: Show your Creations
- Topic: Massively Multiplayer Part 2: 100M Green Circuits
- Replies: 15
- Views: 19124
Re: Massively Multiplayer Part 2: 100M Green Circuits
I'm a bit amazed by your biomass-to-cellulose production ratio: Mine is never as good, i.e. I need much more biomass production compared to what I get in cellulose.
- Fri Mar 06, 2015 3:48 pm
- Forum: Mods
- Topic: [0.11.x] Factorio Maps
- Replies: 80
- Views: 73140
Re: [0.11.x] Factorio Maps
Thanks for creating this nice mod. :) However, it does not work for me: after creating about 5000 images Factorio just quits (0.11.16 with some mods). It looked like everything of the base had been covered for one zoom level. I could also observe that the memory usage suddenly went up. The Factorio ...
- Fri Mar 06, 2015 1:49 am
- Forum: Show your Creations
- Topic: Massively Multiplayer Part 2: 100M Green Circuits
- Replies: 15
- Views: 19124
Re: Massively Multiplayer Part 2: 100M Green Circuits
Ah, thank you!
I will try it out and upload my current map.
I will try it out and upload my current map.
- Thu Mar 05, 2015 3:15 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 210941
Re: [0.11.x] Uranium Power
That's right, but nobody suggested a solution using vanilla (although I'd prefer it). As I wrote earlier: liquid handling, as it is now, is very basic. I remember reading something about upgrades to the liquid system, but I believe this was limited to smart containers and pumps or valves in the sens...
- Wed Mar 04, 2015 1:55 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 210941
Re: [0.11.x] Uranium Power
Well it more general than a boiler. It would be a multi-structured object that allow heating of any fluid to specified temperature withing the range specified by their prototypes. That's why it is call a heater and not a boiler as sometimes you might not want to boil the liquid. I see. Yes, that wo...
- Tue Mar 03, 2015 4:38 pm
- Forum: Atomic Power
- Topic: [0.11.x] Uranium Power
- Replies: 249
- Views: 210941
Re: [0.11.x] Uranium Power
I had considered adding an electric liquid heater. Maybe that is something useful? Wouldn't that be just an electric boiler? I like the idea, but thinking about it my lava example was a bit faulty there: While lava has a temperature, it also has a "temperature identity", meaning that ther...