Are they optimized like solar panels or accumulators? Or every EEI is calculated separately?
Search found 201 matches
- Tue Jan 26, 2021 10:01 am
- Forum: Modding help
- Topic: Add prototype definition?
- Replies: 6
- Views: 1374
- Tue Jan 26, 2021 9:37 am
- Forum: Ideas and Suggestions
- Topic: Allow non-zipped scenario file to upload to mod portal directly.
- Replies: 4
- Views: 906
Re: Allow non-zipped scenario file to upload to mod portal directly.
But we have to zip the whole folder only to get the file uploaded. You will zip them regardless of the site. Because it's not fun to upload and download a dozen of individual files one by one. Allowing to play a zipped scenario directly is a good idea, though. EDIT Looks like it already possible to...
- Mon Jan 25, 2021 7:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.17] Placing blueprint on map while in train can add trainstop to schedule instead
- Replies: 4
- Views: 3042
Re: [1.1.17] BP Placing Issue when in Train
My mistake, Shift-LMB is mapped to the "Add train stop" action in both locomotive UI and the map view.
- Mon Jan 25, 2021 7:12 pm
- Forum: Modding interface requests
- Topic: Get pollution isobands
- Replies: 4
- Views: 1539
Re: Get pollution isobands
I cannot see any edges here. They just calculate interpolated value for every pixel. Unfortunately, draw functions accepts only a single color. So, mods can't do anything like that. If draw_polygon() would accept per-vertex colors and would be able to interpolate between them, your mod can just dra...
- Mon Jan 25, 2021 6:46 pm
- Forum: Releases
- Topic: Version 1.1.17
- Replies: 10
- Views: 11540
Re: Version 1.1.17
What happens at that speed?SuperSandro2000 wrote: βMon Jan 25, 2021 6:27 pmTrains faster than 7386.3km/h will be limited to that speed.
- Mon Jan 25, 2021 1:48 pm
- Forum: Balancing
- Topic: I think assembling machines need some balance changes
- Replies: 35
- Views: 12884
Re: I think assembling machines need some balance changes
We re-did factories or start over with new games many times already. What was ok for an early access beta isn't ok for a stable, released game . Expectations are very different and many people can be upset. Sure, new features and small balancing changes are still possible. They already buffed produ...
- Mon Jan 25, 2021 12:39 pm
- Forum: Balancing
- Topic: I think assembling machines need some balance changes
- Replies: 35
- Views: 12884
Re: I think assembling machines need some balance changes
0.5x,1x and 2x will be more intuitive, of course.
But it's too late to change them, I think. Such changes will break many builds that were tuned for specific speed and Factorio isn't in early access any more.
But it's too late to change them, I think. Such changes will break many builds that were tuned for specific speed and Factorio isn't in early access any more.
- Mon Jan 25, 2021 10:03 am
- Forum: Balancing
- Topic: Spidertron grid size
- Replies: 15
- Views: 9208
Re: Spidertron grid size
The engineer is by far most important thing in the factory I agree. We can have dozens of spidertrons and they can work semi-autonomously. We can have thousands of machines and turrets. But there is only one engineer, he's not scalable, he can't visit multiple places at the same time. That's why he...
- Sun Jan 24, 2021 7:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.15][Minor] Warning sound played when upgrading underground from the exit side
- Replies: 1
- Views: 1593
[kovarex] [1.1.15][Minor] Warning sound played when upgrading underground from the exit side
Found a little issue while upgrading my bus. 1) Draw yellow belt with an underground 2) Drag upgrade it to the next tier starting from the right side Actual: warning sound played when mouse touches exit side of the underground, upgrade happens a bit later, when mouse touches entry side Expected: upg...
- Sun Jan 24, 2021 10:40 am
- Forum: Show your Creations
- Topic: Simple science pack sushi belt
- Replies: 1
- Views: 3058
Re: Simple science pack sushi belt
In my sushi mixer I used interesting fact: 7 blue inserters, trimmed to 1 item per swing, fill the blue belt decently enough. It works for yellow belt and yellow inserters too. Belt isn't used to the full capacity, unlike in your design, but can handle up to 250 SPM on blues and something like 90 on...
- Sun Jan 24, 2021 7:44 am
- Forum: Not a bug
- Topic: [1.1.14] Oil pump can drain oil into void
- Replies: 3
- Views: 1103
- Sun Jan 24, 2021 12:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.1.14] Localization bug in supply challenge victory screen
- Replies: 1
- Views: 1555
[Klonan] [1.1.14] Localization bug in supply challenge victory screen
It should show "point" instead of "1", I think.
- Sat Jan 23, 2021 7:45 pm
- Forum: Ideas and Suggestions
- Topic: Client and host based mods
- Replies: 7
- Views: 2430
Re: Client and host based mods
subset of mods that can be installed for some players but not others without causing desyncs Yeah, basically load them last, so other mods can never see what was changed, and forbid them from changing non-visual properties. The hard part is to exclude them from all checksums, though. And to define ...
- Sat Jan 23, 2021 7:10 pm
- Forum: Not a bug
- Topic: [1.1.14] "sc" search filter in production map allows "copper cable"
- Replies: 4
- Views: 1489
Re: [1.1.14] "sc" search filter in production map allows "copper cable"
This thing bothered me a bit, but I always thought this is an effect of fuzzy search... But looks like it intended to work this way:
"Can also be used to manually connect and diSConnect electric poles and power switches"
"Can also be used to manually connect and diSConnect electric poles and power switches"
- Sat Jan 23, 2021 10:45 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.14] Ghosted wagons and locomotives don't snap to each other
- Replies: 2
- Views: 1808
- Sat Jan 23, 2021 9:57 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.14] Ghosted wagons and locomotives don't snap to each other
- Replies: 2
- Views: 1808
[kovarex] [1.1.14] Ghosted wagons and locomotives don't snap to each other
I had no wagons in my inventory and tried to ask bots to build the train. Ghost locomotives snap properly to the station. Ghost locomotives and wagons snap properly to the real ones. But ghosts don't snap to the ghosts (for both clicking and dragging). So, it's impossible to build a functional ghost...
- Sat Jan 23, 2021 9:42 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.14] Ghost reversion orders prevent manual reversion of underground
- Replies: 1
- Views: 1580
[kovarex] [1.1.14] Ghost reversion orders prevent manual reversion of underground
Final(?) corner cases of 94776 1) Draw horizontal belt with an underground belt in the middle 2) Drag mouse from the right to the left in ghost mode 3) Drag mouse from the right to the left in normal mode Actual: underground is not reversed, empty circles remain over underground if you reverse it ma...
- Fri Jan 22, 2021 10:02 pm
- Forum: Outdated/Not implemented
- Topic: default options
- Replies: 5
- Views: 2071
Re: default options
+1
1 is a good default for small stations. And 0 is used very rarely (graceful shutdown of outpost).
1 is a good default for small stations. And 0 is used very rarely (graceful shutdown of outpost).
- Fri Jan 22, 2021 5:49 pm
- Forum: General discussion
- Topic: Alt-F4 #22 - Blueprint Rant
- Replies: 10
- Views: 4129
Re: Alt-F4 #22 - Blueprint Rant
That's why overhaul mods are nice. There are almost no ready-made blueprints for them, even if you want to use them.
- Fri Jan 22, 2021 3:15 pm
- Forum: Releases
- Topic: Version 1.1.13
- Replies: 12
- Views: 11898
Re: Version 1.1.13
Thanks!FactorioBot wrote: βFri Jan 22, 2021 12:29 pmDecider combinator can output an Anything signal, which returns exactly one matching signal.