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Search found 330 matches
- Sat May 06, 2017 12:55 pm
- Forum: Pending
- Topic: [0.15.7] not able to build a signal
- Replies: 11
- Views: 3298
Re: [0.15.7] not able to build a signal
Adding a signal as shown also makes it recognize that it is, in fact, a two way rail.
- Sat May 06, 2017 9:04 am
- Forum: Gameplay Help
- Topic: Train Signals Not Outputting?
- Replies: 7
- Views: 2749
Re: Train Signals Not Outputting?
I feel like Kelderek has done a good job of motivating the current behaviour, so I won't get in on that.
Though, I'm curious JakenVeina, did you have a a specific use case that the current behaviour broke or is this more a case of it not behaving like you expected?
Though, I'm curious JakenVeina, did you have a a specific use case that the current behaviour broke or is this more a case of it not behaving like you expected?
- Sat May 06, 2017 8:41 am
- Forum: General discussion
- Topic: Optimizing factory cpu usage
- Replies: 10
- Views: 4920
Re: Optimizing factory cpu usage
I believe this may be the thread. Just note that it's a year old so both bots and belts have probably become more optimized since.
- Fri May 05, 2017 5:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.9] Train stopped at full power if no other station active
- Replies: 4
- Views: 3714
Re: 0.15 Bug related to disabled train stations
That looks really silly.
Attached reproduction save, just set the train to automatic.
Attached reproduction save, just set the train to automatic.
- Fri May 05, 2017 5:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.6] [kovarex] Bug with rail signal
- Replies: 10
- Views: 5275
Re: [0.15.6] Bug with rail signal
From the video it looks like they shouldn't connect to the rails, it's not indicated as a valid signal spot. So that they do not attach is to be expected?
What is strange is that the ones right below them do attach, or that the top location is not seen as valid.
What is strange is that the ones right below them do attach, or that the top location is not seen as valid.
- Fri May 05, 2017 2:39 pm
- Forum: Gameplay Help
- Topic: Is it possible to use one station for more than one fluid
- Replies: 23
- Views: 12750
Re: Is it possible to use one station for more than one fluid
Yeah I wouldn't use a 1 tick delay, I'd probably go for a 6 tick delay. This would be used both to keep the pump working to move that fluid out, and also to prevent any new fluid moving in though theoretically that should never be possible. I fee like we're talking about different things. I mean th...
- Fri May 05, 2017 2:20 pm
- Forum: General discussion
- Topic: Optimizing factory cpu usage
- Replies: 10
- Views: 4920
Re: Optimizing factory cpu usage
No, I dont. One beacon cannot double output. I am not sure but I have suspicion that it is more cpu efficient make 2 factory than boost one factory with 6 beacon. Someone correct if I am wrong. Assembler 3 no mods/no beacons craft speed: 1.25 Assembler 3 prod3 mods/no beacons craft speed: 0.5 Assem...
- Fri May 05, 2017 1:17 pm
- Forum: General discussion
- Topic: Optimizing factory cpu usage
- Replies: 10
- Views: 4920
Re: Optimizing factory cpu usage
As you are using productivity modules I assume you're also using speed beacons to reduce the number of assemblers?
- Fri May 05, 2017 12:28 pm
- Forum: Gameplay Help
- Topic: Is it possible to use one station for more than one fluid
- Replies: 23
- Views: 12750
Re: Is it possible to use one station for more than one fluid
It seems that the circuit network does not report amounts < 1, 0.9 does not generate a signal. Fluids are probably represented with way more precision than is displayed, or at least the flow rate is as it took a second or so for a 1.1 tank to reach 0.9 when only using natural flow. Deadly-Bagel I th...
- Fri May 05, 2017 9:38 am
- Forum: Gameplay Help
- Topic: Is it possible to use one station for more than one fluid
- Replies: 23
- Views: 12750
Re: Is it possible to use one station for more than one fluid
Got the idea from this awesome post by Yoyobuae. My first thought was basically your setup but then it got stuck with 0.0 petroleum gas in the separator tank but no output to the circuit network. I'd guess that amounts less than 0.5 get rounded down to 0 when converting to circuit signals, but I'm n...
- Fri May 05, 2017 8:57 am
- Forum: Gameplay Help
- Topic: Is it possible to use one station for more than one fluid
- Replies: 23
- Views: 12750
Re: Is it possible to use one station for more than one fluid
so the best theoretical setup would be: wagon - pumps - some pipes to the separator tank - pump (which will dry pipes out) - separator tank - several output pumps (max 3 obviously) - pipes to storage areas. Output pumps should be wired to the separator tank with on state upon certain liquid >0 This...
- Wed May 03, 2017 3:29 pm
- Forum: Gameplay Help
- Topic: Help with Trains
- Replies: 5
- Views: 2714
Re: Help with Trains
The wiki has a good guide for resolving no path/general errors. Here is a good guide for general signalling. That said the main problem seems to be that the whole top part is one way track heading south. The west track should be made two way. You should also probably add a chain signal between the t...
- Tue May 02, 2017 7:38 pm
- Forum: Gameplay Help
- Topic: activating a train stop (refueling) only when fuel is low
- Replies: 7
- Views: 16599
Re: activating a train stop (refueling) only when fuel is low
The smarter trains mod has support for this. I'm not sure that it can be done in vanilla, but I haven't tested that enough to say for sure. Currently I'm leaning no though.
- Tue May 02, 2017 7:22 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 211656
Re: ModMyFactory - mod manager and more
No. Any reason why this would be necessary? I'm guessing it won't be a much used feature by most but it could be nice when developing mods, --disable-audio reduces the load time so it would make testing quicker, and considering how many errors my code usually generates this would be pretty neat. I'...
- Tue May 02, 2017 5:39 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 211656
Re: ModMyFactory - mod manager and more
Hello again! Two quick things: Is it possible to pass command line parameters to Factorio from the links generated by ModMyFactory, like --disable-audio? I coulnd't find anything on the wiki. I have selected a custom folder for the saves but when I do View->"Open savegame folder" it still ...
- Fri Apr 28, 2017 8:08 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.3] Rail signals may not attach on BP
- Replies: 1
- Views: 1920
[0.15.3] Rail signals may not attach on BP
This is probably this old bug that refuses to die (it could also happen in 0.14). Basically when building blueprints there is a chance that the signals will not properly attach to the rails, they're left blinking and useless. I've attached a reproduction save with some examples of the result. It see...
- Thu Apr 27, 2017 6:04 pm
- Forum: General discussion
- Topic: Potential New Game Mode based on Chain Signal Tutorial?
- Replies: 2
- Views: 1702
Re: Potential New Game Mode based on Chain Signal Tutorial?
If you want more puzzles you can check out the "Transport belt madness" campaign if you have not already. Or you could always try this twist to the chain signal tutorial (yes, it's possible). The "Tight spot" campaign or the supply scenario might also be worth a look, though they...
- Tue Apr 25, 2017 5:16 pm
- Forum: General discussion
- Topic: [0.15] A silly train challenge
- Replies: 0
- Views: 939
[0.15] A silly train challenge
To show that you have truly mastered the art of intersection signalling complete the "Advanced rail signals" tutorial without building any chain signals (except the two you are forced to). Show the devs that you don't need their stupid training wheel signals, we can make perfectly usable i...
- Tue Apr 25, 2017 10:41 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.22] Unreachable train stations
- Replies: 7
- Views: 3889
Re: [0.14.22] Unreachable train stations
As far as I can tell this is resolved in 0.15.1, I can't reproduce it any more at least.
- Tue Apr 25, 2017 9:49 am
- Forum: Minor issues
- Topic: [0.15.1] take_screenshot, black border on thin shots
- Replies: 1
- Views: 1095
[0.15.1] take_screenshot, black border on thin shots
When using the take screenshot command parts of the result will just be a black border if the screenshot is "thin". It seems to happen if the resolution is less than 64 pixels in either direction. Commands used to take pictures: /c game.take_screenshot{resolution={33,100}} /c game.take_scr...