Search found 12797 matches
- Sat Apr 19, 2014 8:21 pm
- Forum: Not a bug
- Topic: [0.9.8] ui shows negative speed for train
- Replies: 10
- Views: 4638
Re: [0.9.8] ui shows negative speed for train
Some OT comment, maybe somehow useful. There is a big difference: OpenTTD has train stations . Factorio has train stops . This difference is important, because the first is a part of the track, the second is a point with a direction. https://forums.factorio.com/wiki/index.php?title=Railway_network/T...
- Sat Apr 19, 2014 2:43 am
- Forum: Not a bug
- Topic: Inserter does not retain specified buffer_capacity
- Replies: 7
- Views: 3401
Re: Inserter does not retain specified buffer_capacity
It's like Pluto is not longer the ninth planet, but a dwarf planet now. http://en.wikipedia.org/wiki/Pluto since 2006.
- Sat Apr 19, 2014 12:55 am
- Forum: Ideas and Suggestions
- Topic: Modular Inserters
- Replies: 8
- Views: 4889
Re: Modular Inserters
Well, I can say that I don't like stack-size-bonus tech at all. For a seemingly "minor" thing it gives such a huge boost that can't be beaten at all energy-wise, or can be beaten just barely with quite a few extra pieces of equipment (which also take space and complicate the layout) speed...
- Sat Apr 19, 2014 12:20 am
- Forum: General discussion
- Topic: Green and Red Wire - Logistics Tutorial?
- Replies: 6
- Views: 28742
Re: Green and Red Wire - Logistics Tutorial?
This is not the best, but a first beginning: https://forums.factorio.com/wiki/index.php?title=Circuit_network Hm. I think the basic thing to understand is, that the red and green wires are "smart wires": Every connected chest adds its content into the wire. The best similarity is MIDI (mus...
- Fri Apr 18, 2014 11:44 pm
- Forum: Not a bug
- Topic: Inserter does not retain specified buffer_capacity
- Replies: 7
- Views: 3401
Re: Inserter does not retain specified buffer_capacity
You shouldn't, cause "K" is the Unit for Kelvin. It makes many sense to take care of these small differences, like I saw shortly someone, which makes fun about a converter-app which couldn't convert "1 kB" correctly to 1024 Bytes, how everybody knows. But what he doesn't seem to ...
- Fri Apr 18, 2014 11:30 pm
- Forum: News
- Topic: Factorio Facts #30
- Replies: 15
- Views: 23194
Re: Factorio Facts #30
I would call the pic "Lava-trains".
- Fri Apr 18, 2014 1:54 pm
- Forum: Ideas and Suggestions
- Topic: Load balancing of multi-platform train stations
- Replies: 6
- Views: 4008
Re: Load balancing of multi-platform train stations
There is a simple rule: if you have a signal before a switch, which enables the train to choose the station, and the train needs to stop at that signal, the path is recalculated. This can be used, that the train chooses the other train stop. But you need to make sure that the path has not too many s...
- Fri Apr 18, 2014 11:51 am
- Forum: Mods
- Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
- Replies: 69
- Views: 32779
Re: [0.9.x] Reygan's Assembly Mod
Different countries, different manners. In Germany an ownership of code needs not to have been mentioned anywhere. By the law it is handled as I wrote a book. But because it is not always know, most programmers write them into. And I really won't come up with the law. For me law is the last instance...
- Fri Apr 18, 2014 11:33 am
- Forum: Ideas and Suggestions
- Topic: Modular Inserters
- Replies: 8
- Views: 4889
Gain diversity by combination of item
Hm. I read that now some times. I don't think that inserters are the key. The key for me is the inserter stack-size-bonus. Which means for me that the belt technology from which the inserters can pick up/place only one item and the belts itself, which have a somehow very limited capacity and cannot ...
- Thu Apr 17, 2014 3:39 pm
- Forum: Implemented Suggestions
- Topic: Technology Page
- Replies: 2
- Views: 1424
Re: Technology Page
Lol. Time to add more quotes to the bottom citation module at factorio.com...
And this sudden pop up is sometimes annoying, but I'm sure this is one of the things, which needs to be fixed for multiplayer, so I'm hopeful, that it will be removed latest in 0.11
And this sudden pop up is sometimes annoying, but I'm sure this is one of the things, which needs to be fixed for multiplayer, so I'm hopeful, that it will be removed latest in 0.11
- Thu Apr 17, 2014 2:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.8] Pausing scheduled trains doesn't clear yellow signal
- Replies: 8
- Views: 2661
Re: [0.9.8] Why is this signal yellow?
Hm. Normally the signals are very logic and I would mark them bug free. Is there a signal above/under the train, in the other direction towards the switch? Because that would make more sense. But so I guess: The yellow signal is seen as the first before the red signal. It is seen from the switch (wh...
- Thu Apr 17, 2014 1:54 am
- Forum: Not a bug
- Topic: [0.9.8] lazy bots
- Replies: 9
- Views: 4580
Re: [0.9.8] lazy bots
Right. But there is another fishy thing. There are others requesters, which requests electric circuits. In the beginning the two providers for electric circuits show incoming of only about 30. Then after a while this rises to more then 60.
- Wed Apr 16, 2014 6:49 pm
- Forum: Ideas and Suggestions
- Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
- Replies: 18
- Views: 11905
Re: One way Pipes
Good point. That's a valid request and should be sometimes very useful. :) But what we need then is not a one-way-valve, but something which opens/closes when some level is going over/below some limit. I don't make any suggestion about the type, mechanic or electric, the devs should think for that. :)
- Wed Apr 16, 2014 6:42 pm
- Forum: Not a bug
- Topic: [0.9.8] lazy bots
- Replies: 9
- Views: 4580
Re: [0.9.8] lazy bots
Hm. I've been looking around there. There is indeed something strange there, cause when I load the game, after a while the bots suddenly begin to transport all the stuff. When I waited some minutes the circuits are reduced from over 1.1 k down to less then 200. I remember also situations, where some...
- Wed Apr 16, 2014 3:32 pm
- Forum: Ideas and Suggestions
- Topic: One way Pipes/Smart valves/Pressure regulation/Fluid Control
- Replies: 18
- Views: 11905
Re: One way Pipes
Please make an example where this can be used, cause I have currently no idea.
- Wed Apr 16, 2014 3:18 pm
- Forum: Ideas and Suggestions
- Topic: high capacity flag for assembly machines 3
- Replies: 5
- Views: 2729
Re: high capacity flag for assembly machines 3
But to turn this into positive: I think some lights (flags) on the assembly, that either the input buffers are empty/full (full = double or more than the needed material) or the output buffers are empty/full would be an interesting idea. The same for the refinery and other stuff. When you see also r...
- Wed Apr 16, 2014 11:03 am
- Forum: Ideas and Suggestions
- Topic: New way for electricity
- Replies: 4
- Views: 2557
Re: New way for electricity
As much as I would like that handling of different voltages etc, in my opinion we should not go this way, instead more going into separating electric networks. The reason is, that handling with different kinds of electric power doesn't bring anything new into the game. We need to take more care, nee...
- Wed Apr 16, 2014 9:26 am
- Forum: Mods
- Topic: [MOD 0.10.3] Reygan's Assembly Mod v1.0
- Replies: 69
- Views: 32779
Re: [0.9.x] Reygan's Assembly Mod
1. Please try to avoid double (triple) posts. You can all do in one. Use the "save draft"-button, if you are not finished. 2. You are watched here. Your thinking shows me (and others), that you do not really understand authorship. I want to make it very clear in my role as moderator :geek:...
- Wed Apr 16, 2014 6:48 am
- Forum: Ideas and Suggestions
- Topic: high capacity flag for assembly machines 3
- Replies: 5
- Views: 2729
Re: high capacity flag for assembly machines 3
And your idea is to risen the input buffers?
I need to throw in, that assemblies of that type cannot be handled with belts. You need logistic system to use the full capacity. And then it is no problem to keep up with the speed.
I need to throw in, that assemblies of that type cannot be handled with belts. You need logistic system to use the full capacity. And then it is no problem to keep up with the speed.
- Tue Apr 15, 2014 8:49 pm
- Forum: Pending
- Topic: [0.9.8] Need info on debugging so I can bug
- Replies: 4
- Views: 3815
Re: [0.9.8] Need info on debugging so I can bug
You can start it from console. Sometimes it prints something. As I'm currently using iPad, from my memory: go into the application folder, the binary is I think in /MacOS or so. Self-explaining.
For saves: https://forums.factorio.com/wiki/inde ... _Directory
For saves: https://forums.factorio.com/wiki/inde ... _Directory