Thanks for sharing this mrvn,
I was having troubles understanding how trains behave when I disable stations and your system here helped clear that up. Hopefully I'll be able to adopt a simplified version of your system to fix my No Path problems.
Search found 27 matches
- Sat Jun 24, 2017 1:42 am
- Forum: Railway Setups
- Topic: Smart unloading station with waiting bay (0.15.11+)
- Replies: 2
- Views: 6222
- Wed Jun 21, 2017 10:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
- Replies: 75
- Views: 50686
Re: [Twinsen] [0.15.18] - Disabled/Unpowered Inserter Inserts Hand Content
Imho, worst patch since that one that accidentally corrupted savegames ... :shock: I get you're upset, but I think this is a bit of an exaggeration. I was pretty dismayed to find a bunch of my stuff broken too, but this isn't anywhere close to the level of corrupting savegames. I appreciate that th...
- Sun Nov 13, 2016 1:59 am
- Forum: Mods
- Topic: [MOD 0.16.x] HardCrafting 0.6.1
- Replies: 55
- Views: 34783
Re: [MOD 0.14.x] HardCrafting 0.5.0
Hi, Judos I really enjoy your mod, but I have a few questions: Is it intentional that the "Big" processing machine 1) Lacks a recipe for processing Rich Iron Ore? The tooltip says it's supposed to do everything the Pulverizer and Crusher can do. 2) Has a faster recipe for processing Iron O...
- Sun Oct 09, 2016 7:31 pm
- Forum: Mods
- Topic: [MOD 0.14] Personal Roboport Switch
- Replies: 20
- Views: 12860
Re: [MOD 0.14] Personal Roboport Switch
I'm also having issues. While within the area of a stationary roboport, I can press "O" and I will get a message saying that my PRs should de-activate but they still participate in both construction and deconstruction. I've tried toggling multiple times, and leaving and re-entering the ran...
- Thu Sep 22, 2016 7:37 pm
- Forum: Modding interface requests
- Topic: Flag for direction_only friendly fire.
- Replies: 5
- Views: 5898
Re: Flag for direction_only friendly fire.
I'm sorry to necro an old post, but I came here to make a similar request and found this when I searched before creating a new topic. I'm trying to modify "bullet" weapons to fire visible projectiles using the direction_only parameter and it works great... except that gun turrets can't sh...
- Thu Sep 22, 2016 7:21 pm
- Forum: Modding interface requests
- Topic: Flag for direction_only friendly fire.
- Replies: 5
- Views: 5898
Re: Flag for direction_only friendly fire.
I had written out a nice long response detailing my testing on the matter, but once again the factorio forums logged me out after X minutes of "inactivity". Logging in brought me back tot he "Post a Reply" page but my entire post was lost to the ether. I really need to get better...
- Wed Sep 21, 2016 5:06 pm
- Forum: Modding interface requests
- Topic: Flag for direction_only friendly fire.
- Replies: 5
- Views: 5898
Re: Flag for direction_only friendly fire.
I'm sorry to necro an old post, but I came here to make a similar request and found this when I searched before creating a new topic. I'm trying to modify "bullet" weapons to fire visible projectiles using the direction_only parameter and it works great... except that gun turrets can't sho...
- Tue Sep 20, 2016 7:56 pm
- Forum: Releases
- Topic: Version 0.14.8
- Replies: 23
- Views: 23706
Re: Version 0.14.8
I'm very pleased about the ability to resume research! Maybe someday we'll be able to queue research too
- Fri Aug 12, 2016 7:10 pm
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 93435
Re: Friday facts #151 - The plans for 0.14
I'm sad to see that a combat-rebalance is not on the list for your plans before 1.0. The new additions to combat lately are nice, like the new grenades and flamethrowers. But there are some issues with Factorio's existing combat, particularly with the balance between items. An easy example is to com...
- Thu Nov 12, 2015 11:14 pm
- Forum: Releases
- Topic: Version 0.12.17
- Replies: 36
- Views: 43269
Re: Version 0.12.17
Does anyone else find it strange that the icon for Automation technology shows an inserter and a transport belt, neither of which are unlocked by Automation? I guess I was expecting an image of an Assembling Machine or something, since that's the major unlock for the Automation tiers.
- Fri Jul 31, 2015 4:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.0] [Rseding91] Constructionbots repairing Combatbots
- Replies: 6
- Views: 5045
Re: [0.12.0] [Rseding91] Constructionbots repairing Combatbots
I'm afraid this "bug"fix is slightly problematic for a mod I'm making (still Work-In-Progress). I've modded my combat robots to be less of a "temporary" thing and more of a "semi-permanent follower". They live much, much longer both in terms of duration and HP, and I in...
- Fri Jun 05, 2015 5:56 pm
- Forum: News
- Topic: Friday Facts #89 Timetables
- Replies: 82
- Views: 63514
Re: Friday Facts #89 Timetables
Aww yiss! 2x2 turrets are much better! I've been tinkering with writing my own combat rebalance mod, and one of the first things I did was increase the laser turret size/graphics to 2x2. This went a long way in reducing how overpowered they were, because while the damage/cost stays reasonable, the &...
- Tue May 26, 2015 12:29 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 184487
- Mon May 25, 2015 11:11 pm
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 184487
Re: [MOD 0.11.*] Resource Spawner Overhaul
Howdy, Orzelek! Thanks for keeping this wonderful mod alive! I have a relatively small request, which I've managed to implement for myself but I'd like to see it added to future releases. Summary: Change starting_area_size (in config.lua) to be valid for sizes less than 1 (ie 0.5) OR Change starting...
- Fri May 22, 2015 8:30 pm
- Forum: News
- Topic: Friday Facts #87 - Visitors
- Replies: 40
- Views: 37070
Re: Friday Facts #87 - Visitors
In the ill-fated "Command & Conquer Tiberian Sun", you could pave your base and it would prevent subterranean units (such as the flame tank) from being able to surface. Factorio's enemy faction has giant worms, which is cool, but they are completely static. Would it ever be possible to...
- Fri May 22, 2015 8:26 pm
- Forum: News
- Topic: Friday Facts #87 - Visitors
- Replies: 40
- Views: 37070
Re: Friday Facts #87 - Visitors
Will the focus of Pollution in Factorio be always limited to only air-pollution? If the concept is ever extended to include ground-pollution, creating pathways under factories would be a great way to mitigate it.
- Fri May 08, 2015 8:21 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 222349
Re: Support - Uranium Power
Well, I suppose there will be huge hole in the ground ;) But maybe you're right - it's way too risky to transport these little bombs on belts. Last night I was wondering how to solve that problem. First idea that came to my mind was to combine petroleum gas with fluorine and chlorine, witch gives u...
- Fri May 01, 2015 2:52 pm
- Forum: News
- Topic: Friday Facts #84 - The wedding day preprations
- Replies: 54
- Views: 44596
Re: Friday Facts #84 The wedding day preprations
I'm excited for bigger enemies! Biters and Spitters in this game die way too quickly. If you blink, you will miss them. For a game as thoughtful and "slow" as Factorio, the combat is very fast. It's a big contrast that feels very jarring. Bigger, slower biters that live longer but do more ...
- Tue Jan 13, 2015 10:18 pm
- Forum: Modding help
- Topic: Understanding spawner parameters
- Replies: 3
- Views: 3078
Re: Understanding spawner parameters
Thanks. I'm trying to create a mod that increases the size of biter attacks, and if possible also reducing the overall frequency of attacks. The "pollution_to_join_attack" key for biters/spitters is interesting. Do biters absorb pollution directly? I always assumed that only spawners could...
- Mon Jan 12, 2015 9:33 pm
- Forum: Modding help
- Topic: Understanding spawner parameters
- Replies: 3
- Views: 3078
Understanding spawner parameters
Hey guys, I'm tinkering with the behavior of biter/spitter spawners and I'm curious about these two keys: max_count_of_owned_units max_friends_around_to_spawn The first one seems somewhat self-explanatory. I'm assuming that the spawner will create a new unit every (spawning_cooldown) ticks, which &q...