Search found 176 matches
- Tue Apr 03, 2018 7:38 pm
- Forum: Ideas and Suggestions
- Topic: Better train control
- Replies: 53
- Views: 14563
Re: Better train control
Same as my first suggestion. I just wanted to show, that there are a lot of whishes to make trains more dynamic - different people have different ideas how to do this and i am perfectly fine with this. This should be possible within the existing API. If there is anyone smarter person out there, fee...
- Mon Apr 02, 2018 6:37 pm
- Forum: Ideas and Suggestions
- Topic: Better train control
- Replies: 53
- Views: 14563
Re: Better train control
The wish to make the train part more dynamic is called often in the ideas and suggestion-forum: - Assign trains to schedules (https://forums.factorio.com/viewtopic.php?f=6&t=53473) - train stop-id and schedule-option to target a train stiop via its id (https://forums.factorio.com/viewtopic.php?f...
- Mon Apr 02, 2018 7:36 am
- Forum: Ideas and Suggestions
- Topic: Trading cards in Steam archeavments
- Replies: 4
- Views: 1740
Re: Trading cards in Steam archeavments
-1 use your time to improve the game instead.
trading cards are boring stuff to keep people entertained, who are too bored to play games.
trading cards are boring stuff to keep people entertained, who are too bored to play games.
- Fri Mar 30, 2018 7:20 am
- Forum: Modding interface requests
- Topic: self defined GUI-element on a self defined custom entity
- Replies: 1
- Views: 929
self defined GUI-element on a self defined custom entity
Hello there, perhaps, this is already very simple and i just did'nt got that far into mod development right now. It seems like a mess, if you want to create a self defined entity and tell the game to open a self defined new gui-window especially for it. It would be easier, if the Class LuaEntity wou...
- Wed Mar 28, 2018 11:13 am
- Forum: Modding help
- Topic: Check mod-global values with console
- Replies: 3
- Views: 1077
Re: Check mod-global values with console
Thx for reply.
I'll try it with registering a command to call a function that prints the stuff to the requesting player.
I'll try it with registering a command to call a function that prints the stuff to the requesting player.
- Wed Mar 28, 2018 8:12 am
- Forum: Modding help
- Topic: Check mod-global values with console
- Replies: 3
- Views: 1077
Check mod-global values with console
is there already a command to get the contents of the global-part of a mod via console or have i write a command of my own?
Greetings, Ronny
Greetings, Ronny
- Tue Mar 27, 2018 9:04 am
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
So, i can summarize, there are three types of people: Most people simply don't understand the problem i want to get solved. Some people, who gets a rough idea of my problem, suggest LTN as alternative (it isn't an alternative for me, because of reasons i explained more than one time) The last sort o...
- Sun Mar 25, 2018 7:24 am
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
The only ways I can think of to do this currently are to have seprately named stations, have trains on completely seperate sections of rail so that they could not path to the other station (which would have the same consequences and probably even more difficulty than renaming them), or forcing the ...
- Sat Mar 24, 2018 10:53 pm
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
we surround the problem, step by step.Jap2.0 wrote:or send trains to multiple simultaneously.
This is exactly what i described in my example...
Greetings, Ronny
- Sat Mar 24, 2018 7:51 pm
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
To clarify: you want one train to go to each available station, which will be turned off after the train is there and are arbitrarily turned on again? No - that would be easy ;) I want, that a train get his next target based on circuit network conditions instead of a hard coded scheduling. Or to st...
- Sat Mar 24, 2018 8:55 am
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
If i can realize this: https://forums.factorio.com/viewtopic.php?f=6&t=53792, you can have beer instead... :D I've not had the time nor inclination to mess with trains yet so I'm pretty ignorant about how they work "under the hood". I don't prefer to change the train path finding beha...
- Fri Mar 23, 2018 8:14 pm
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
If someone write the addon i want to have, i would actually pay for it. But i strongly believe, the stuff i want is simply not moddable, since the mod-api doesn't support the required functionality right now. Greetings, Ronny I've had two things added to the API this week. Buy me a coffee? Coffee s...
- Fri Mar 23, 2018 6:44 pm
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
Wow. First time I've ever seen someone ask for pay-per-feature. Do you want microtransactions and loot crates as well? I'm too tired to explain again what i think and why. Just read my comments in this thread more carefully. Thx. If you've got money to burn, donate it to modders. ;) If someone writ...
- Fri Mar 23, 2018 4:10 pm
- Forum: General discussion
- Topic: A [Poll] about fixing the 0.16 world generator bugs
- Replies: 25
- Views: 9966
Re: A [Poll] about fixing the 0.16 world generator bugs
When will this problem be solved? Personnally i thought it was one of the most important thing to fix but it doesn't seem to be the case... I really hope they will fix this for 0.16 Twinsen wrote it earlier in this thread: https://forums.factorio.com/viewtopic.php?f=5&t=56560#p335418 Short Stor...
- Thu Mar 22, 2018 8:43 am
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
Are you a game developer? Your mentality on all this is something most good devs would never have. Ever. I don't know how you call the reality you live in, but here on earth, most people have to pay their bills. Especially a small and independend game developer like Wube Software has no publisher o...
- Tue Mar 20, 2018 3:47 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network: Electricity producer connection
- Replies: 8
- Views: 2518
Re: Circuit network: Electricity producer connection
If this value is already in the game, it should be moddable to get it read by a circuit network.
- Tue Mar 20, 2018 12:31 pm
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
I have to ask. What do -you- believe that "DLC" is? Because I think our understanding of the term fundamentally differs. You seem to think that paid expansions are "DLC". And that gating off popular requests for features to be included in such is a good thing. DLC is any content...
- Mon Mar 19, 2018 4:02 pm
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
The basic "group up, move to source of pollution, blindly charge whatever is in range" mentality of aliens cannot be helped, it's part of the core game and done that way for performance reasons. And could be part of a DLC. Bridges: Not really moddable, requires some core game changes. Sam...
- Mon Mar 19, 2018 12:11 pm
- Forum: General discussion
- Topic: Factorio should have DLC.
- Replies: 94
- Views: 30067
Re: Factorio should have DLC.
Most of the DLCs of Stellaris, but also from the other Paradox games, should have been part of the base game from the release on, instead of always aiming for a low quality quick release and fixing up their shit on-the-go after the release. This constant "work in progress" stuff where the...
- Tue Feb 13, 2018 10:21 am
- Forum: Ideas and Suggestions
- Topic: Separate signals to/from red and green wires
- Replies: 70
- Views: 20310
Re: Separate signals to/from red and green wires
I don't see the problem - it's not that complicated to add a simple combinator to transform one signal to be able to multiply both. The signals arrives already separated, even if they run along the same electric poles. As long you send them about different wires. Additionally you would get a bunch o...