Search found 143 matches

by leoch
Thu Oct 23, 2025 2:50 pm
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 112
Views: 176174

Re: Space Platform 101 Discussion


The whole railway token idea relies on there only ever being one token at a time.

Railway tokens are designed to avoid collisions on a route. That's not what I'm trying to do; I'm trying to space out multiple ships on the same route to get more frequent arrivals which requires some form of ...
by leoch
Wed Oct 22, 2025 7:39 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 112
Views: 176174

Re: Space Platform 101 Discussion

Ah, no, it's not a mathematically certain solution. It can fail if gears are not removed from the hub fast enough (using fewer gears would make this more robust). It can fail if multiple platforms using the same tokens are present at the same time. But, so far with two platforms that have been ...
by leoch
Tue Oct 21, 2025 4:26 pm
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 112
Views: 176174

Re: Space Platform 101 Discussion


But i'm curious to understand now, why do you drop an iron gear ? can you show a system that works with this ?


Iron gears are easy to build on the space platform. Inserter inserts when hub contains < 90. The platform leaves when it contains 0 gears only (no other conditions used).

On Nauvis I ...
by leoch
Tue Oct 21, 2025 8:01 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 112
Views: 176174

Re: Space Platform 101 Discussion

Thanks both; I used your tips to evenly schedule Vulcanus-Nauvis platforms (early game, almost always less than 5 rocket launches per stop, drops iron gears as a token since these are easy to make and widely consumed on Nauvis).

Side note: the main Nauvis export is coal followed by plastic and ...
by leoch
Sat Oct 18, 2025 8:31 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 112
Views: 176174

Re: Space Platform 101 Discussion

Thanks for the responses. I am using the planetary distance adjustments to increase the distances between planets, and as such it can be useful having multiple platforms even on a single route. Of course this may result in performance issues later in the game!


If you give both identical platform ...
by leoch
Thu Oct 16, 2025 11:47 am
Forum: Gameplay Help
Topic: Space Platform 101 Discussion
Replies: 112
Views: 176174

Re: Space Platform 101 Discussion

How do I schedule one ship (platform) to leave when another leaves from a different planet? With trains we can limit the number able to travel to a station but planets don't have this functionality.

I'm trying to make platform 1 load/unload at Nauvis while 2 is loading at Vulcanus etc. Without some ...
by leoch
Sun Feb 09, 2025 7:36 pm
Forum: Ideas and Suggestions
Topic: Remove power cables from power poles on space platforms
Replies: 1
Views: 315

Remove power cables from power poles on space platforms

Power poles are sometimes used on space platforms to connect circuit wires. This is fine in my opinion (though maybe some people would prefer not to do this).

What is not fine is that by default these poles get copper power lines. We don't want those in space because (a) they do nothing useful and ...
by leoch
Sat Apr 27, 2024 10:36 am
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 161
Views: 59143

Re: Friday Facts #408 - Statistics improvements, Linux adventures

Any chance you can make the colours match on production and consumption graphs?
by leoch
Tue Dec 19, 2023 8:15 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 153
Views: 58266

Re: Friday Facts #389 - Train control improvements

Really nice improvements there!

Only two other train "mods" I can think of that you missed:
by leoch
Wed Oct 21, 2020 9:52 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 116359

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Amusing how no one mentioned the mod that does exactly this train limit thing: Concurrent Train Restriction.
by leoch
Mon Jun 01, 2020 1:18 pm
Forum: Releases
Topic: Version 0.18.28
Replies: 7
Views: 11391

Re: Version 0.18.28




Improved performance by up to 2.5x when the game needs to iterate Lua tables on the C++ side.
Improved save/load performance of mod script data.




Does any one have a reference posts on these two changes ?


In case you didn't see it yet, bottom of the last blog post: https://www ...
by leoch
Sat May 16, 2020 5:20 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 168272

Re: [MOD 0.14] Alien Biomes

This mod won't load under the latest version of Factorio:

Failed to load mods: Error in assignID: tile with name 'dirt-1' does not exist.

(Confirmed it's caused by this mod.)

I'm surprised it hasn't already been reported because this is a great mod.

P.S. I have no intention of joining Earendel ...
by leoch
Thu Apr 30, 2020 8:15 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 45230

Re: Version 0.18.22


Where do you find this "minor patch" description?

Where do you find the promise that an update to the experimental beta branch won't break anything?

You probably shouldn't be on the experimental branch if it's this upsetting to you that things might break.

Go find out what SemVer is. Not ...
by leoch
Thu Apr 30, 2020 2:24 pm
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 45230

Re: Version 0.18.22

Er, yes. Yay, a "minor patch" broke lots of stuff!

Any chance you guys can use SemVer and do at least rudimentary testing that patch-releases don't break mods? This also implies checking a player *really* wants to upgrade to the next minor version (e.g. 0.19).
by leoch
Sat Apr 11, 2020 8:00 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
Replies: 8
Views: 6630

Re: [0.18.13] Character GUI misses `Logistics` tab after upgrade

I finally got around to bisecting the issue — [Combat Roboports](https://mods.factorio.com/mod/combat-roboports) is responsible. (I still needed to use the reset command(s) after removing the mod.)
by leoch
Sun Apr 05, 2020 7:37 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
Replies: 8
Views: 6630

Re: [0.18.13] Character GUI misses `Logistics` tab after upgrade

Yup.

$ rg true mod-list.json -B1 | rg name | cut -d: -f2
"base",
"adamo-carbon",
"adamo-chopper",
"adamo-cinefaction",
"adamo-nuclear",
"adamo-physics",
"adamo-spacesuit",
"AtomicArtillery",
"AutoDeconstruct",
"Automatic_Coupling_System",
"Automatic_Train_Painter",
"BetterUncoupling ...
by leoch
Sat Apr 04, 2020 10:27 am
Forum: Resolved Problems and Bugs
Topic: [0.18.13] Character GUI misses `Logistics` tab after upgrade
Replies: 8
Views: 6630

Re: [0.18.13] Character GUI misses `Logistics` tab after upgrade

I still have this problem. Running the command above to reset technology effects does not fix the issue. Any other ideas?
by leoch
Tue Mar 31, 2020 1:43 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 35716

Re: Version 0.18.13

I already have 0.18.17. But thanks for the reference.
by leoch
Fri Mar 27, 2020 10:14 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 35716

Re: Version 0.18.13



Gui

Changes

Personal logistics are now unlocked by a single research. This unlocks personal logistic requests and auto trash(unlimited count), plus 30 character trash slots.



After upgrading there is no `Logistics` tab in my character screen, however `Logistic robotics` item is ...
by leoch
Mon Mar 11, 2019 3:23 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 65700

Re: [MOD 0.16, 0.17] Realistic Electric Trains

But why do you need to put a buffer in the power pole? The Induction Charging mod is able to charge player/vehicle equipment grids directly from ordinary power poles. Combined with the Electric Vehicles mod (the .16 one at least; haven't tried the latest) this allowed pretty good electric trains in ...

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