Search found 307 matches
- Mon Apr 25, 2022 6:37 am
- Forum: Ideas and Suggestions
- Topic: Improvements to the Dropper aka Pipette tool (Q)
- Replies: 15
- Views: 8533
Re: Improvements to the Dropper aka Pipette tool (Q)
There's a setting in vanilla which enables automatically placing ghosts when you don't have that building type in your inventory.
- Tue Apr 12, 2022 8:39 am
- Forum: Minor issues
- Topic: [0.18.18] Consumption graph inaccurate with modded lab.
- Replies: 15
- Views: 7626
Re: [0.18.18] Consumption graph inaccurate with modded lab.
To chime in some: If two items combine into just one, then at least one full item's worth of durability has been used up across both items combined, as otherwise they couldn't combine into just one item (they must be at 50% or lower on average, meaning at least 50% durability has been used on each i...
- Tue Mar 15, 2022 8:38 pm
- Forum: Duplicates
- Topic: [1.1.56] stark belt priority overflow issue
- Replies: 12
- Views: 3021
Re: [1.1.56] stark belt priority overflow issue
That's very peculiar. I have a lot of builds which rely on this behavior working properly, and they do work. It's pretty standard behavior that belts can't sideload onto a full belt. The tail of the belt will always have priority. (It's literally the reason why many "1 splitter lance balancers&...
- Sat Feb 12, 2022 2:39 am
- Forum: Ideas and Suggestions
- Topic: Scroll up in chat
- Replies: 23
- Views: 14296
Re: Scroll up in chat
+1
Definitely.
To add to the motivation: Some mods use chat messages for additional important messages for info that's hard to find elsewhere (even true for very highly regarded mods), and not being able to see any past info sucks.
Definitely.
To add to the motivation: Some mods use chat messages for additional important messages for info that's hard to find elsewhere (even true for very highly regarded mods), and not being able to see any past info sucks.
- Thu Dec 23, 2021 7:37 am
- Forum: Technical Help
- Topic: Game freezes whenever a rail or chain signal is placed or removed
- Replies: 6
- Views: 2023
Re: Game freezes whenever a rail or chain signal is placed or removed
This may be kind of obvious, but working to reduce the amount of intersections would help. Every cityblock based railway I've seen has like 100x more intersections than needed, I'm not even joking. As you mentioned, it is true that every extra intersection you add into your massive rail system adds ...
- Fri Dec 17, 2021 11:39 pm
- Forum: General discussion
- Topic: Alt-F4 #55 - The Dark Alleys of Modding
- Replies: 6
- Views: 3407
Re: Alt-F4 #55 - The Dark Alleys of Modding
Very interesting stories. As a long-time modder for various games, engine limitations have always been a particularly tricky thing to deal with, but sometimes people come up with the most amazing solutions.
- Mon Dec 13, 2021 2:18 am
- Forum: Gameplay Help
- Topic: Circuits networks and flashy lights
- Replies: 7
- Views: 2224
Re: Circuits networks and flashy lights
Colors are kind of hard to do compactly, but you could just naively have 4 deciders, each checking if the signal from the belt is that type of fuel and output 1 on your color of choice then lead that to the lamps. If you don't have a mixed belt, then that would produce the right color. If you do hav...
- Mon Nov 29, 2021 11:44 pm
- Forum: Gameplay Help
- Topic: What am I doing wrong with train?
- Replies: 5
- Views: 1945
Re: What am I doing wrong with train?
It's impossible to tell what's going on at the 3rd station without pics of it, though I don't see much at the station on the map view either. Also the train is in manual mode so it wouldn't even be driving automatically, if the screenshots show what actually is. If it was in automatic mode, there wo...
- Tue Nov 23, 2021 7:23 am
- Forum: Gameplay Help
- Topic: How do I put a bus to use?
- Replies: 9
- Views: 2971
Re: How do I put a bus to use?
A splitter does the job yes. Later on you might see that you don't necessarily need to use a splitter and can just branch off the belt if that belt's worth constantly gets used up completely. It makes it easier to see how many resources are being input to the bus, how many belt's worth are being use...
- Mon Nov 22, 2021 8:32 am
- Forum: Ideas and Suggestions
- Topic: Spidertron roboport control
- Replies: 9
- Views: 3704
Re: Spidertron roboport control
Yes, there is disable logistics while moving which prevents their roboports from activating while they walk, this is what they added. Different yes, but works most of the time.
- Mon Nov 15, 2021 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 22
- Views: 4319
Re: Mods are not by "version" number; It should be listed as "active/inactive".
+1
I tried clicking on the "toggle" label hoping it might sort them and all it did was enable all mods, which is almost never what you want if you have a lot of them.
It's still useful to show version number but primary sorting by it is strange indeed.
I tried clicking on the "toggle" label hoping it might sort them and all it did was enable all mods, which is almost never what you want if you have a lot of them.
It's still useful to show version number but primary sorting by it is strange indeed.
- Mon Nov 15, 2021 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Round robin scheduling for trains / Train Limits can Soft-Deadlock when Incoming and Outgoing are Both Full
- Replies: 41
- Views: 9886
Re: Round robin scheduling for trains
It is nice for figuring out that you aren't producing enough, because it's easier to notice one station struggling to keep up with production than ALL stations struggling to. As others have pointed out, you almost always want to have an excess of supply trains. Hard to say exactly which way is bette...
- Sun Nov 14, 2021 8:17 am
- Forum: Technical Help
- Topic: Disable always on top?
- Replies: 10
- Views: 2681
- Fri Nov 12, 2021 8:42 pm
- Forum: Technical Help
- Topic: Disable always on top?
- Replies: 10
- Views: 2681
Re: Disable always on top?
I learned that I have to click the game window first in order to be able to alt+tab out of it. Works during any of Factorio's screens.
- Tue Nov 09, 2021 6:42 am
- Forum: Gameplay Help
- Topic: Give me Advice: Freeplay Games
- Replies: 3
- Views: 2681
Re: Give me Advice: Freeplay Games
I would probably continue with the one where you think your base you is better, likely your desert world one. It should be possible! Focus on automating as much as possible if it's difficult, I found that to be the biggest help in my early days. Beyond that, the main threat is probably running out o...
- Wed Nov 03, 2021 9:08 am
- Forum: Gameplay Help
- Topic: Rail signals don't work when drones place them.
- Replies: 3
- Views: 1406
Re: Rail signals don't work when drones place them.
This can happen because drone building allows you to place signals (or stations) in places you're not supposed. Signal rotation is one major trip-up as happened here, another one is that you can place a signal ghost on a tile of track that can't hold a signal (since not all parts of a track are vali...
- Wed Nov 03, 2021 9:00 am
- Forum: General discussion
- Topic: I never noticed before
- Replies: 3
- Views: 2310
Re: I never noticed before
I would guess it's the glow from the item. It's not masked by other objects I believe, so you can see random objects light up, in this case the underground belt would light up once the uranium cell goes under the entrance. It's much like the red rear light of a train for example, which you can notic...
- Wed Oct 20, 2021 1:29 pm
- Forum: Duplicates
- Topic: [1.1.42] Mining to remove ground tile under structures erases the structure
- Replies: 4
- Views: 1871
Re: [1.1.42] Mining to remove ground tile under structures erases the structure
It does say in red for the scaffolding item that tile changes may remove the entity on top of it.
Yes, I agree it should not happen. I'm sure it's because of a Factorio limitation. I do hope it is fixable somehow but I'm not necessarily holding my breath.
Yes, I agree it should not happen. I'm sure it's because of a Factorio limitation. I do hope it is fixable somehow but I'm not necessarily holding my breath.
- Mon Oct 11, 2021 12:25 am
- Forum: Ideas and Suggestions
- Topic: Add a logarithmic display option for production/consumption graph.
- Replies: 16
- Views: 6731
Re: Add a logarithmic display option for production/consumption graph.
+1
Not because it's necessary, but because it's so cool AND so useful!
Not because it's necessary, but because it's so cool AND so useful!
- Thu Oct 07, 2021 6:04 am
- Forum: Combinator Creations
- Topic: GPS in Factorio
- Replies: 3
- Views: 2349
Re: GPS in Factorio
It took me a lot of thinking to even understand how generating the signal works. That's impressive that you don't need more data points than that to generate the signal! Definitely a very worthwhile creation!