Search found 596 matches
- Mon Jan 30, 2023 3:56 pm
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 12287
Re: Remove Expensive Mode
I regret replying to this thread without reading the developers' responses from three months ago (https://forums.factorio.com/viewtopic.php?p=577204#p577204). They stated very clearly that they agree with changing the API (without changing the player experience) for the expansion, and no, there is n...
- Thu Jan 26, 2023 3:19 am
- Forum: Ideas and Suggestions
- Topic: Automatically split rail blocks when rails are too close together to insert signals
- Replies: 8
- Views: 1276
Re: Automatically split rail blocks when rails are too close together to insert signals
Another option might be use a more permissive system for rail signal placement - switch from a colliding entity occupying a 1x1 tile adjacent to a track to a non-colliding entity anchored to the track, and allow them to be freely attached to any rail segment that does not join or intersect another ...
- Wed Jan 25, 2023 12:58 pm
- Forum: Modding help
- Topic: [SOLVED][Help] Lock item
- Replies: 7
- Views: 1175
Re: [Help] Lock item
Hornwitser is right, that should work. Data.raw is shared between all the mods, so as long as the other mod has added their prototypes first, your mod can change them. Post your code that produced the error so we can help find where the issue is.
- Sun Jan 22, 2023 11:05 pm
- Forum: Ideas and Suggestions
- Topic: Automatically split rail blocks when rails are too close together to insert signals
- Replies: 8
- Views: 1276
Re: Automatically split rail blocks when rails are too close together to insert signals
In my idea, the game would recognize when a block could only be entered by path signals, and color it red-yellow hatched for example. Then it would behave as though every joint between rail entities (curved or straight) had bidirectional chain signals at it. This would be bad for performance, and mi...
- Sun Jan 22, 2023 5:51 pm
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 12287
Re: Remove Expensive Mode
Generic vs normal vs expensive was always an overdefined interface. It should have been like standard and high-res textures, where--awkward though it may be--the standard sprites are in the same place regardless of whether high res sprites are defined. I believe expensive mode was originally intende...
- Sun Jan 22, 2023 5:19 pm
- Forum: Ideas and Suggestions
- Topic: Automatically split rail blocks when rails are too close together to insert signals
- Replies: 8
- Views: 1276
Re: Automatically split rail blocks when rails are too close together to insert signals
This is basically how OpenTTD "path signals" work too. You place a path signal, and every tile up to the next normal signal is basically considered its own block. Factorio train signaling was inspired by OpenTTD, but that feature has not been replicated yet. Using a path signal entity to t...
- Fri Jan 20, 2023 5:37 pm
- Forum: Questions, reviews and ratings
- Topic: Inventory management - one request for each item
- Replies: 2
- Views: 637
Re: Inventory management - one request for each item
Auto Trash https://mods.factorio.com/mod/AutoTrash is another logiatics manager mod that is supposed to help trash unwanted items.
- Thu Jan 19, 2023 1:46 pm
- Forum: Mod portal Discussion
- Topic: Mod Portal Spam - Button to Report Mods
- Replies: 18
- Views: 2778
Re: Mod Portal Spam - Button to Report Mods
If they're marked as deprecated, I believe Factorio will refuse to download them, even when syncing a multiplayer game. The purpose of the deprecated flag is specifically to allow existing games to sync them but not advertise to new users in searches. We use it for mods that still technically work ...
- Thu Jan 19, 2023 5:09 am
- Forum: Bug Reports
- Topic: [1.1.74] Desync on private server
- Replies: 3
- Views: 872
Re: [1.1.74] Desync on private server
There have been a number of issues involving desyncs and blueprint books, not all solved. Particularly if it is very large, or contains books within a book, or if is stored in My Blueprints (on the player's computer) and has to be copied to all the other players in the game when he opens it. Where d...
- Wed Jan 18, 2023 2:05 am
- Forum: Modding interface requests
- Topic: a filter on roboport robot type
- Replies: 3
- Views: 861
Re: a filter on roboport robot type
It's not an exact answer to your question, but I have dealt with this problem using vanilla before. The root of the problem is normally that logistics bots continuously move ammo and repair packs to the border wall, and never have any reason to fly back to the main base. We can correct this problem ...
- Mon Jan 16, 2023 10:33 pm
- Forum: Gameplay Help
- Topic: Splitter Filter Stops Working
- Replies: 3
- Views: 941
Re: Splitter Filter Stops Working
The obvious cause I can think of is if the red belt lane got contaminated with some other items. Those items would end up on the left lane of the unfiltered output. If those items back up to the point that a non-red-cicuit item is held in the splitter's buffer for the left lane, then it will stop ac...
- Mon Jan 16, 2023 10:46 am
- Forum: Ideas and Suggestions
- Topic: Spidertron Train
- Replies: 8
- Views: 3359
Re: Spidertron Train
i would love to see a traincart which only houses a single Spidertron that you could walk into with the Spidertron and have the Spidertron sitdown and dock into, letting it be transported via trains! You should check out Vehicle Wagons . I haven't tried it with spidertrons yet, but according to the...
- Sun Jan 15, 2023 8:11 pm
- Forum: Gameplay Help
- Topic: How to create a Dynamic Train station
- Replies: 4
- Views: 1092
Re: How to create a Dynamic Train station
LTN station setting signals are received from the Lamp component of the stop (the same place you send items available/requested). Also double check the mod settings in case I forgot about something there.
- Fri Jan 13, 2023 3:22 pm
- Forum: Modding discussion
- Topic: What to do with entities after uninstall
- Replies: 28
- Views: 6434
Re: What to do with entities after uninstall
Anything that can be done by a JSON script can also be done by a Lua script and "uninstall" setting, if the mod author is careful. I can see a lot of problems running uninstall JSON files if you multiple mods still installed--what if it tries to set them back to a vanilla entity that doesn...
- Thu Jan 12, 2023 4:22 am
- Forum: Releases
- Topic: Version 1.1.75
- Replies: 17
- Views: 13120
Re: Version 1.1.75
Another thing not on the changelog: Mining drills marked for deconstruction before ejecting an item will return that item when they are deconstructed instead of destroying the item. Thank you!
- Thu Jan 12, 2023 12:16 am
- Forum: Ideas and Suggestions
- Topic: No minable resources filter in deconstruction planner
- Replies: 5
- Views: 1078
Re: No minable resources filter in deconstruction planner
If all you need is a way to visually see which drills to manually deconstruct, the game has it already. The activity indicator light on the drill is red when there are no resources left (or no power). This works for electric drills at least.
- Wed Jan 11, 2023 7:56 pm
- Forum: Gameplay Help
- Topic: How to create a Dynamic Train station
- Replies: 4
- Views: 1092
Re: How to create a Dynamic Train station
The solution to the inserters problem is to use the LTN "locked slots" feature, so that LTN intentionally underfills each wagon. The LTN stop combinator should output a signal for the requested item. Wire that to filter inserters to load the train, each configured to set filters by the cir...
- Wed Jan 11, 2023 1:41 pm
- Forum: Duplicates
- Topic: [1.1.74] Bug with 2 recipes that have the same end result
- Replies: 4
- Views: 775
Re: [1.1.74] Bug with 2 recipes that have the same end result
This is a known behavior. For example, https://forums.factorio.com/viewtopic.php?p=487038#p487038 Handcrafting algorithm is "dumb" and only picks one option to use for intermediate products. You can always click the other recipe to make the intermediates manually, then craft the final item...
- Wed Jan 11, 2023 1:09 pm
- Forum: Gameplay Help
- Topic: Train path isn't switching fast enough
- Replies: 6
- Views: 993
Re: Train path isn't switching fast enough
If you're designing some kind of railway grid with 2 parallel unidirectional tracks, one back and one forth, and add tracks to all 4 sides, you have the dilemma that you cannot overlay the tracks with the next tiled section. Geometrically speaking, there is no problem with a unidirectional rail gri...
- Wed Jan 11, 2023 6:27 am
- Forum: Gameplay Help
- Topic: Train path isn't switching fast enough
- Replies: 6
- Views: 993
Re: Train path isn't switching fast enough
While redesigning the system would result in far fewer problems, rhe immediate cause of repathing being slow is the train stop you put on a mainline bidirectional track. Train stops that the train is not stopping at penalize a path by 2000 tiles. The penalty for another train stopped and blocking a ...