Search found 298 matches
- Sat Oct 26, 2024 9:09 pm
- Forum: Ideas and Suggestions
- Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
- Replies: 51
- Views: 2873
Re: Unintended extra click when setting up recipes due to the "Quality" dropdown.
Super annoying and it is also when setting filters and stuff not just recipes. I hope they can fix it so we can set standard quality without extra clicks.
- Sat Oct 19, 2024 3:27 pm
- Forum: General discussion
- Topic: Is the new stack inserter part of the space age mod?
- Replies: 6
- Views: 1192
- Sat Oct 19, 2024 1:17 pm
- Forum: General discussion
- Topic: Is the new stack inserter part of the space age mod?
- Replies: 6
- Views: 1192
Re: Is the new stack inserter part of the space age mod?
I don't think the functionality can be replicated in an UPS efficient way with LUA and the mod API. So they have to use The space age mod and strip away everything but the stack inserter. It would be much better if Wube moved stack inserter to it's own mod or as a part of the quality mod. The space ...
- Sat Oct 19, 2024 9:49 am
- Forum: General discussion
- Topic: Is the new stack inserter part of the space age mod?
- Replies: 6
- Views: 1192
Is the new stack inserter part of the space age mod?
I want to play the game with the quality and the new stack inserter but not the new planets. Is that possible? If I understand it correctly the quality and elevated tracks will be separate mods that you can play with without the planets. The problem is that the new stack inserters is there to handle...
- Fri Mar 15, 2024 6:52 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 35413
Re: Friday Facts #402 - Lightspeed circuits
Real world radars is for detecting stuff like enemies, not for transmitting data. So I think it would be better to make an new entity for transmitting data and leave the circuit connection for an future implementation of getting data of enemies/biters in the radar range. Then the radar would work mo...
- Fri Sep 29, 2023 11:30 am
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 342
- Views: 105755
Re: Friday Facts #378 - Trains on another level
It's stated in the FFF that it's only in the DLC but it's in an separate mod so if you have the DLC you can play the old vanilla with only the elevated trains added if you want.husnikadam wrote: ↑Fri Sep 29, 2023 11:24 am 1.) Is it a free 2.0 feature or expansion only? (I will get it either way )
- Fri Sep 08, 2023 1:00 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196435
Re: Friday Facts #375 - Quality
How will these qualities handle stacking? Especially wrt inserter hands. Will an inserter be slower, on average, if the quality levels are mixed? In a similar vein, will this interfere with all the optimizations around saturated belts? It sounds like 10% (or more) of end-game outputs could be highe...
- Fri Sep 08, 2023 11:30 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196435
Re: Friday Facts #375 - Quality
Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and Pristine...
- Fri Sep 08, 2023 11:29 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196435
Re: Friday Facts #375 - Quality
I hope on good mod support for quality. Stuff like be able for different recipes get results of different quality. Like making gears from iron -> base quality gears, from steel -> better quality gears, titanium -> even better quality. That would make it possible to make some mods I have been thinkin...
- Wed Dec 22, 2021 9:05 am
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 6384
Re: make more entity prototypes support rotation
Largely the issues with making something rotatable that the base game never needs to be rotated are: A) the entity code has to support it in a path base-game never runs (error prone) B) the entity needs to use more RAM to store the direction for every entity even when not used by the base game C) t...
- Thu Dec 09, 2021 12:46 pm
- Forum: Modding interface requests
- Topic: make more entity prototypes support rotation
- Replies: 35
- Views: 6384
Rotatable chests
It would be nice to have moded rectangular chests and still be able to rotate blueprints 90 degrees. It's a request to make mods work better without being an API request. Vanilla chests is quadrates so they don't need to be rotated but moded ones may need it. In particular I am planning to use the m...
- Thu Dec 09, 2021 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Stacksize in tooltip
- Replies: 15
- Views: 4300
Re: Stacksize in tooltip
I am also missing info about stacksize. It's a real problem when hanling trains in big modpacks as Pyanodons.
- Sat Nov 27, 2021 11:25 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215917
Re: 3 and 4 way intersections
Considering the original post asks to notify about errors in this thread I've looked through it to help out... Yep, score = ((set1+set2+set3)/3) * (2/lanes) is the correct formula and it now also says so in the description. - Irregular power pole usage: We don't really have strict rules for include...
- Mon Nov 22, 2021 7:23 pm
- Forum: Ideas and Requests For Mods
- Topic: Building train controll
- Replies: 6
- Views: 2336
Re: Building train controll
Does this mod meet or miss any of your requirements? https://mods.factorio.com/mod/ShuttleTrainRefresh I have tried it and it didn't help much. I think "Train network for Players" is better. Both mods is more made for hiking on trains than using a dedicated building train. There is also o...
- Mon Nov 22, 2021 4:19 pm
- Forum: Ideas and Requests For Mods
- Topic: Building train controll
- Replies: 6
- Views: 2336
Re: Building train controll
I just have a train with 2 stations: Supply (5s inactivity) and Building (empty circuit condition). At Supply the train gets filled with building materials and wherever I want to build stuff I place a blueprint with the Building train stop. I can send the train back to Supply for more items, remove...
- Mon Nov 22, 2021 2:18 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215917
Re: 3 and 4 way intersections
3-way instersection 4 lanes buffered. Should have hight throuput and the design is quite easily expanded to more lanes if needed. https://factorioblueprints.tech/blueprint/1922530e-7c62-476c-a7a5-2b83aac6d9ce Made an variant for 2:4 trains the original is for 3:8 trains. https://factorioblueprints....
- Mon Nov 22, 2021 12:37 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215917
Re: 3 and 4 way intersections
It's hard to find the separete scores for the LHD and RHD versions. For me the LHD and RHD versions is separate designs and shoundn't be lumped together. Is it possible to filter by LHD and RHD? Maybe also spacing between the rails. I chose LHD/RHD and spacing after the intersections I design not th...
- Mon Nov 22, 2021 10:14 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215917
Re: 3 and 4 way intersections
I have a design that I haven't seen any other use and shouldn't be too bad. 4-way unbuffered https://factorioblueprints.tech/api/string/58825fa4cb867767173be6b21c27f8c6df053472 https://factorioblueprints.tech/blueprint/0fea15c0-b26b-4e9a-9ac7-de450d3521dd Nice, but it deadlocks. Checking the other ...
- Mon Nov 22, 2021 10:07 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215917
Re: 3 and 4 way intersections
3-way instersection 4 lanes buffered. Should have hight throuput and the design is quite easily expanded to more lanes if needed.
https://factorioblueprints.tech/bluepri ... 83aac6d9ce
https://factorioblueprints.tech/bluepri ... 83aac6d9ce
- Mon Nov 22, 2021 9:58 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 418
- Views: 215917
Re: 3 and 4 way intersections
I have a design that I haven't seen any other use and shouldn't be too bad. 4-way unbuffered https://factorioblueprints.tech/api/string/58825fa4cb867767173be6b21c27f8c6df053472 https://factorioblueprints.tech/blueprint/0fea15c0-b26b-4e9a-9ac7-de450d3521dd Nice, but it deadlocks. Then just add the c...