Search found 180 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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)
https://wiki.factorio.com/Prototype/Beacon lists as one property
allowed_effects :: EffectTypeLimitation (optional)
- 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...
- 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...
- 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
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
- 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...
- 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?
- 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).
- 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.
The factory must grow.
- 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...
- 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...
- 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?
- 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
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