Search found 180 matches

by planetmaker
Fri Sep 13, 2019 8:18 am
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 55
Views: 11232

Re: Trains: Chain signals should factor in the length of the train

I think thats what the game is about. You can scale your design to a certain size but then it becomes inefficient. Maybe it would be a better idea to use two trains in the first place. Adding no-brainer elements doesnt make the game better. It just benefits lazyness to rework or build a suited rail...
by planetmaker
Fri Sep 13, 2019 8:10 am
Forum: Ideas and Requests For Mods
Topic: SR-latch
Replies: 17
Views: 11098

Re: SR-latch

My suggestion: create a blueprint for the SR latch and share it with those people (e.g. your family). Of course, switching on backup power, is the most obvious use, it is not common enough to warrant a special item for that in the vanilla game IMHO (maybe one can make a mod to create such item - the...
by planetmaker
Fri Sep 13, 2019 8:05 am
Forum: Ideas and Suggestions
Topic: Rocket launch shouldn't be able to destroy science
Replies: 24
Views: 5805

Re: Rocket launch shouldn't be able to destroy science

I believe the OP has quite a valid point: the game behaves counter-intuitively in this case (even when it's reasonably edge-case). One would expect the rocket to simply not launch if the science pack storage inside the launch facility is full. Practical solution: allow the rocket to start and produc...
by planetmaker
Wed Sep 11, 2019 9:05 am
Forum: Gameplay Help
Topic: Blueprint copy/paste
Replies: 6
Views: 2470

Re: Blueprint copy/paste

Rails can only be placed in increments of *2* tiles. For this reason you describe I have separate blueprints for the station (station, tracks, circuit logic) and the actual (un)loaders with belts. That way I can use the station blueprint somewhat independent of train length. And place a different bl...
by planetmaker
Tue Sep 10, 2019 11:15 pm
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 55
Views: 11232

Re: Trains: Chain signals should factor in the length of the train

And yes, the train status gets mixed into the signal. But that is already the case for chain signals in the blue state. The signal can only decide to let a train pass or block it by knowing which path it wants to take. I only add the length to the state as well. Not quite, it is different things. L...
by planetmaker
Tue Sep 10, 2019 2:31 pm
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 55
Views: 11232

Re: Trains: Chain signals should factor in the length of the train

Chain signals should let a train pass when it can clear the next full signal instead of when it can cross the next full signal. I disagree. Reasoning: Current behaviour is simple to comprehend and also implement: a chain signal allows passage to the next green normal signal. Everyone can understand...
by planetmaker
Tue Sep 10, 2019 11:11 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.51] Frozen Biters
Replies: 10
Views: 7767

Re: [Oxyd] [0.16.51] Frozen Biters

I can confirm similar or identical behaviour in 0.17.68. Yesterday I found some random biters and spitters from artillery-destroyed nests which walked up to the proximity of my base, but now sit there and do nothing but sit motionless. I can provide a savegame, if needed (I don't have it available h...
by planetmaker
Tue Sep 10, 2019 10:27 am
Forum: Gameplay Help
Topic: Show all signals in a circuit network
Replies: 1
Views: 719

Show all signals in a circuit network

In my mall and at some supply stations for factories I frequently run into the problem to review the available signals on a circuit network (e.g. for the (un)loading stations) as the available place for icons below a power pole is too small to show all of the input, less the output signals in case o...
by planetmaker
Tue Sep 10, 2019 8:34 am
Forum: Modding interface requests
Topic: Beacon with defined modules
Replies: 5
Views: 1615

Re: Beacon with defined modules

That seems like possible:

https://wiki.factorio.com/Prototype/Beacon lists as one property
allowed_effects :: EffectTypeLimitation (optional)
by planetmaker
Mon Sep 09, 2019 10:23 am
Forum: General discussion
Topic: Licensing and mod portal
Replies: 90
Views: 26357

Re: Licensing and mod portal

Puh, I'm surprised and not surprised at the same time that a license debate hit the factorio community (as well). I'm always severely saddened by this as it usually only leads to suffering (which we already see here) - and later people leaving in anger. It's a field scattered in highly-explosives mi...
by planetmaker
Thu Sep 05, 2019 10:36 pm
Forum: Duplicates
Topic: [0.17.68] Walls remain attached to blown-up cliffs
Replies: 1
Views: 632

[0.17.68] Walls remain attached to blown-up cliffs

In the savegame some cliffs are marked for removal[*]. Walls in their vicinity "attach" graphically to them. When you turn on the personal roboport, the cliffs are exploded, but the walls keep their shape as if the cliffs were still there. If you remove and build anew the same structure, i...
by planetmaker
Thu Sep 05, 2019 11:32 am
Forum: Off topic
Topic: How old are the players of Factorio
Replies: 62
Views: 65572

Re: How old are the players of Factorio

When I was a kid,
my parents drove an original beetle, mechanical or electrical typewriters were a thing and big news were the first signing of treaties reducing number of nuclear missiles in central Europe... television was already in colour though :D
by planetmaker
Thu Sep 05, 2019 9:03 am
Forum: Minor issues
Topic: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
Replies: 7
Views: 2648

Re: [0.17.67] Artillery hangs after arriving at a ctrl+click destination

I noticed the described behaviour as well (though I didn't analyse it in that depth) Yet I used that behaviour in my current game in my favour: it allows me to take my personal train with outpost building stuff AND an artillery wagon to a remote place and build the outpost without the train shooting...
by planetmaker
Thu Sep 05, 2019 8:34 am
Forum: Releases
Topic: Version 0.17.68
Replies: 8
Views: 15208

Re: Version 0.17.68

Did one of the recent versions (0.17.66 or later) change blue print handling such that books in inventory are only links to the ones in your personal collection?
by planetmaker
Wed Sep 04, 2019 3:22 pm
Forum: Multiplayer
Topic: Wich game version runs your server?
Replies: 4
Views: 2504

Re: Wich game version runs your server?

I usually update to the latest experimentals a few hours or a day after release (unless regressions are found which might impact the running map).
by planetmaker
Tue Sep 03, 2019 8:14 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.66] Station names badly aligned
Replies: 12
Views: 4507

Re: [Twinsen][0.17.66] Station names badly aligned

Wow, I'm again surprised how quick and well bug reports are handled :) Thanks a lot, looking forward to 0.17.67 :)

The factory must grow.
by planetmaker
Sat Aug 31, 2019 9:51 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.66] Station names badly aligned
Replies: 12
Views: 4507

Re: [0.17.66] Station names badly aligned

Looks aligned to me: https://i.imgur.com/GrQg5X8.png Thanks for the quick reply. Yes it is aligned in the fashion you indicate - which is here the problem. My argument is that the given alignment is un-intuitive and/or the separation from the stations needs some different scaling: Separation of the...
by planetmaker
Sat Aug 31, 2019 1:36 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen][0.17.66] Station names badly aligned
Replies: 12
Views: 4507

[Twinsen][0.17.66] Station names badly aligned

Look at the attached screenshot. The station names seem to be placed to the right by about one station. This can become quite confusing in space-constrained setups like these when the station names differ. Actually I thought that the left-most TrainYard station accidentially got named to " &quo...
by planetmaker
Thu Aug 29, 2019 9:05 am
Forum: Not a bug
Topic: Train pathfinding: choose free path over blocked by manually stopped
Replies: 6
Views: 1217

Re: Train pathfinding: choose free path over blocked by manually stopped

As you moved it here... can you possibly move this thread to the suggestion forum instead, please to avoid duplicate threads?
by planetmaker
Wed Aug 28, 2019 12:26 pm
Forum: Gameplay Help
Topic: [0.17.66] Circuit network: Reading trains done a tick too late
Replies: 6
Views: 2298

Re: [0.17.66] Reading trains done too late

mmmPI wrote:
Wed Aug 28, 2019 10:01 am
maybe it can be closed or moved to gameplay help, that feels to me like when someone ask a good question and everyone benefit the answer, thanks for asking :)
Not a bad idea... maybe it helps. I made the title of the 1st posting a bit more verbose so that it might be found easier

Go to advanced search