Search found 180 matches
- Sun Feb 02, 2020 2:11 pm
- Forum: Texture Packs
- Topic: [Request] Updated Textures for Old (0.14) Versions
- Replies: 7
- Views: 3819
Re: [Request] Updated Textures for Old (0.14) Versions
If own any version of factorio you are eligible to update it. Make a copy of your current version. Upgrade. Make a copy of the textures. Downgrade your game again. Profit.
- Sun Feb 02, 2020 9:45 am
- Forum: Balancing
- Topic: Change recipe for furnaces
- Replies: 3
- Views: 2545
Change recipe for furnaces
Most items with different tiers have an upgrade path which includes the lesser items in the higher tier items. For furnaces this sadly is not the case which leaves one with unusable items. I'm sure this has been suggested before but my search-foo failed to uncover a corresponding thread. So my sugge...
- Sat Feb 01, 2020 10:05 am
- Forum: Releases
- Topic: Version 0.18.3
- Replies: 48
- Views: 26165
Re: Version 0.18.3
The new colours on the minimap are totally awesome and a big improvement on the usability of the map. It makes distinction of different things much easier, aids in finding stuf and some omissions or mistakes without reducing clarity from the overview picture. Kudos!
- Sat Feb 01, 2020 1:13 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 433
- Views: 200854
Re: Parrallel processing in games & applications
What would be the application of such?BlueTemplar wrote: βThu Jan 30, 2020 4:32 pmSpeaking of which, any way to have multiple Factorio instances share as much "stuff" as possible ?
(I'm especially thinking of atlases in VRAM, anything else ?)
- Fri Jan 31, 2020 12:49 pm
- Forum: General discussion
- Topic: Can I use Factorio vanilla sounds in my modification without getting into legal trouble?
- Replies: 1
- Views: 972
Re: Can I use Factorio vanilla sounds in my modification without getting into legal trouble?
IANAL and I'm not Wube, they will know better :) From the terms of service, section "THE MOD PORTAL": Any adaptations or works derived from the Factorio assets are permitted to be included and distributed as part of your mod. However Wube Software Ltd. still retains all rights and license ...
- Fri Jan 31, 2020 12:37 pm
- Forum: Gameplay Help
- Topic: Weird pathing behavior
- Replies: 5
- Views: 1307
Re: Weird pathing behavior
The path finder considers different things when assigning a station to a train: distance to station number of occupied blocks and / number of trains in the way station being currently being occupied red circuit controlled signals These are weighted and the 'closest' station given these is chosen. A ...
- Fri Jan 31, 2020 10:10 am
- Forum: Ideas and Suggestions
- Topic: Add friction to rails?
- Replies: 17
- Views: 3015
Re: Add friction to rails?
In some sense you just invented maglev technologyBlueTemplar wrote: βFri Jan 31, 2020 9:54 amNegative friction might have weird results like trains forever coasting or spontaneously accelerating without any energy input, etc. Better set vanilla rails to something > 0 ?
- Thu Jan 30, 2020 9:19 pm
- Forum: Ideas and Suggestions
- Topic: Add friction to rails?
- Replies: 17
- Views: 3015
Re: Add friction to rails?
Neither a problem with the pathfinder is really an argument against allowing some locomotives on certain track types and others not, nor is that an argument against limiting their speed or changing their friction: Limits of locomotives for certain track types makes some tiles impassible, thus does e...
- Thu Jan 30, 2020 9:06 pm
- Forum: Ideas and Suggestions
- Topic: highlight where the signal problem is
- Replies: 27
- Views: 5878
Re: highlight where the signal problem is
I would like to know what are your minimum requirement for somthing to become popular. And also if you are using train signal you should use the debug option to show them on the minimap it would make things easier. Popular things need at least 3 votes, from my id, ego, and super-ego. Your opinion s...
- Thu Jan 30, 2020 8:03 pm
- Forum: Ideas and Suggestions
- Topic: highlight where the signal problem is
- Replies: 27
- Views: 5878
Re: highlight where the signal problem is
A game over after one round is boring. So another round and example. Consider the setup as follows: Train waiting at Yellow has orders Yellow -> Blue and cannot find a way. Where's the problem? There are signals after Yellow and after Red and between Blue and Yellow - mind their orientations. Upon p...
- Thu Jan 30, 2020 9:45 am
- Forum: Ideas and Suggestions
- Topic: Restore old train running sounds
- Replies: 5
- Views: 1913
Re: Restore old train running sounds
To me the train has a compound sound which actually resembles a modern diesel-electric engine quite well: the "tie" is the actual motor spinning up which you hear quite well when such engine leaves at a station, pitch going up. Overlayed is the characteristic "ta-dum" when the en...
- Wed Jan 29, 2020 11:58 am
- Forum: Not a bug
- Topic: [0.18.2] Train signal placement bug
- Replies: 3
- Views: 1472
Re: [0.18.2] Train signal placement bug
I wondered about the same thing some time ago and - IIRC - even reported that as a bug, too. But getting a bit used to that - and with the reasoning given here - this system as-is works actually better and is more intuitive than allowing to place signals everywhere irrespective of the currently-chos...
- Tue Jan 28, 2020 3:32 pm
- Forum: Mods
- Topic: [MOD 0.17-0.18] Big Pole Reach (Chunk alignable power poles)
- Replies: 2
- Views: 1252
Re: [MOD 0.17-0.18] Big Pole Reach (Chunk alignable power poles)
Ha, nice And I wondered exactly the same when designing my chunk-aligned rail blueprints... 30 seems off by just these 2 odd tiles. I might give this a spin in my next game!
- Mon Jan 27, 2020 8:14 pm
- Forum: Ideas and Suggestions
- Topic: highlight where the signal problem is
- Replies: 27
- Views: 5878
- Mon Jan 27, 2020 5:57 pm
- Forum: Not a bug
- Topic: [0.17.79] [not a bug] No Space science when (loading junk into payload)
- Replies: 8
- Views: 1387
Re: No Space Science if too much Productivity Module
If you have a (your) savegame which shows this behaviour, it would be nice. Maybe there is an autosave from right before it launches w/o giving you science?
- Mon Jan 27, 2020 5:53 pm
- Forum: Ideas and Suggestions
- Topic: highlight where the signal problem is
- Replies: 27
- Views: 5878
Re: highlight where the signal problem is
I like the analogy with the equation - very much hitting the point.
Actually: no, not for that particular setup
- Mon Jan 27, 2020 5:17 pm
- Forum: Ideas and Suggestions
- Topic: highlight where the signal problem is
- Replies: 27
- Views: 5878
Re: highlight where the signal problem is
Oh, let's play a game. I create a track setup, and you tell where the problem is and what should be highlighted. Setup 1: Bildschirmfoto von 2020-01-27 18-16-10.png Train has orders A->B->C. It currently sits at A with 'no path'. EDIT to add for people who don't want to download the map: the track h...
- Mon Jan 27, 2020 1:21 pm
- Forum: Ideas and Suggestions
- Topic: highlight where the signal problem is
- Replies: 27
- Views: 5878
Re: highlight where the signal problem is
It would also be nice, if I could just press the "play me" button and the game played itself and I just collect the achievements ;) In all honesty: there's all the info you need: no path between the two stations, and there can only be guessing as what you meant to build instead of what you...
- Mon Jan 27, 2020 1:15 pm
- Forum: Gameplay Help
- Topic: Making a train stop only if it needs fuel?
- Replies: 5
- Views: 2095
Re: Making a train stop only if it needs fuel?
I don't understand why we don't get electric trains in vanilla. Miners - electric Smelters - electric No we have to carry at least coal around the whole base. Nuclear fuel lasts quite long... and makes your train also drive faster and accelerate better. So it is sufficient to have your train load o...
- Mon Jan 27, 2020 11:21 am
- Forum: Modding help
- Topic: need help to fix wind turbine, 90% is done.
- Replies: 12
- Views: 3710
Re: need help to fix wind turbine, 90% is done.
I wonder: why would a wind turbine need steam at all? The usual way they are built is to attach a generator directly (or via gears) to the rotators. So they should work more like solar cells - except in a globaly somewhat random fashion instead of day-night cycle.