Search found 180 matches

by planetmaker
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.
by planetmaker
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...
by planetmaker
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!
by planetmaker
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

BlueTemplar wrote: ↑
Thu Jan 30, 2020 4:32 pm
Speaking 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 ?)
What would be the application of such?
by planetmaker
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 ...
by planetmaker
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 ...
by planetmaker
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?

BlueTemplar wrote: ↑
Fri Jan 31, 2020 9:54 am
Negative friction might have weird results like trains forever coasting or spontaneously accelerating without any energy input, etc. Better set vanilla rails to something > 0 ?
In some sense you just invented maglev technology :)
by planetmaker
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...
by planetmaker
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...
by planetmaker
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...
by planetmaker
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...
by planetmaker
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...
by planetmaker
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!
by planetmaker
Mon Jan 27, 2020 8:14 pm
Forum: Ideas and Suggestions
Topic: highlight where the signal problem is
Replies: 27
Views: 5878

Re: highlight where the signal problem is

Pi-C wrote: ↑
Mon Jan 27, 2020 7:42 pm
EDIT: That's even better (because shorter):
trainfun-solution2.png
Pretty similar to that I had something like this in mind:
Bildschirmfoto von 2020-01-27 21-09-46.png
Bildschirmfoto von 2020-01-27 21-09-46.png (4.13 MiB) Viewed 4070 times
by planetmaker
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?
by planetmaker
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.
eradicator wrote: ↑
Mon Jan 27, 2020 5:40 pm
planetmaker
Actually: no, not for that particular setup :)
Bildschirmfoto von 2020-01-27 18-51-39.png
Bildschirmfoto von 2020-01-27 18-51-39.png (3.69 MiB) Viewed 4115 times
by planetmaker
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...
by planetmaker
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...
by planetmaker
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...
by planetmaker
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.

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