Search found 152 matches
- Tue Dec 05, 2017 5:18 pm
- Forum: Logistic Train Network
- Topic: [REQUEST] Depot train prioritization based on cargo
- Replies: 5
- Views: 2469
[REQUEST] Depot train prioritization based on cargo
Howdy, I have a feature request with depots. I'll frequently get trains with some left-over resource in it. It would be nice if depots, perhaps with an optional signal, could choose a train with leftover cargo to the corresponding provider. For example, if I have two trains in a depot, one with some...
- Tue Dec 05, 2017 1:37 am
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 40200
Re: round up fluids reading train inventory
please rito
- Fri Nov 24, 2017 2:40 pm
- Forum: Duplicates
- Topic: [15.38] Train contents not matching "read from train"
- Replies: 1
- Views: 948
[15.38] Train contents not matching "read from train"
Howdy. When I hover over the locomotive, it reads "Fluid wagon contents: 1.8". When I hover over the fluid wagon, it reports "0.6, 0.6, 0.6", respectively. My signal from "read from train" reports 0. My guess is that each individual container of the fluid wagon reports ...
- Fri Nov 24, 2017 5:16 am
- Forum: Ideas and Suggestions
- Topic: Minimap: set map mode position where clicked on minimap
- Replies: 1
- Views: 980
Minimap: set map mode position where clicked on minimap
Whenever you click on the minimap, it switches you to map mode over your current player character's location. It doesn't matter where you click on the minimap, the positioning of the map mode is the same. The suggestion is to continue switching to the map mode, but place the center point to that of ...
- Thu Nov 09, 2017 10:46 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 65000
Re: [MOD 0.12.26] Picker: Easily select items from inventory
Howdy. Will you add a mod option (map) to disable notes and signs, please? I like Picker for QoL, but I don't like it adding extra in-game items or tech clutter.
- Thu Nov 09, 2017 5:10 pm
- Forum: Mods
- Topic: [MOD 0.17.x] NPUtils 4.33
- Replies: 44
- Views: 28399
Re: [MOD 0.15.x] NPUtils 2.27
Howdy. I've started my first ever game with NPUtils. I know very little about the mod and am purposefully not reading about everything it adds... I want the experience to be a bit like playing Factorio for the first time. :) One thing that struck me odd, though, was that with the NPUtils tech tree, ...
- Fri Oct 13, 2017 10:17 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 65207
Re: Friday Facts #212 - The GUI update (Part 1)
People have touched on this... parentheticals for the logical operations. Or something like this:
- Fri Oct 13, 2017 10:10 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 65207
Re: Friday Facts #212 - The GUI update (Part 1)
I feel like it would make more sense to design a route, and then assign that route to one or more trains. You could keep a set of routes like a set of blueprints. Keeping with the pattern of Factorio,it might fit better if you make a schedule on a train and then save it as a route blueprint. You ca...
- Sun Oct 01, 2017 1:24 am
- Forum: News
- Topic: Friday Facts #210 - Circuit connector module implementation
- Replies: 41
- Views: 22955
Re: Friday Facts #210 - Circuit connector module implementation
The graphical work continues to impress.
For the LEDs, I didn't even realize there was a blue LED until I read it in the text, and even then I had to search for the two blue LEDs. The color choice is, at least for me, unfortunate.
For the LEDs, I didn't even realize there was a blue LED until I read it in the text, and even then I had to search for the two blue LEDs. The color choice is, at least for me, unfortunate.
- Sun May 14, 2017 12:53 am
- Forum: Not a bug
- Topic: [0.15.10] Low Resource "size" setting can reduce effective frequency significantly
- Replies: 5
- Views: 1969
Re: [0.15.10] Low Resource "size" setting can reduce effective frequency significantly
Less frequent means it doesn't show up as often. Less size means they're smaller and don't show up as often, apply either to a resource we've already tweaked to not be that common on normal settings means you almost never see them. Taking off your developer hat for a moment and putting on the custo...
- Sat May 13, 2017 7:13 pm
- Forum: Not a bug
- Topic: [0.15.10] Low Resource "size" setting can reduce effective frequency significantly
- Replies: 5
- Views: 1969
Re: [0.15.10] Low Oil = No Oil
Edit: It seems that the size setting for the oil fields has influence on patches being created at all, or in other words there is a high chance when choosing the very small size that most of the fields will have no oil patches at all. Yeah, that's pretty much the conclusion I came to toward the end...
- Sat May 13, 2017 5:08 pm
- Forum: Not a bug
- Topic: [0.15.10] Low Resource "size" setting can reduce effective frequency significantly
- Replies: 5
- Views: 1969
Re: [0.15.10] Low Oil = No Oil
There's definitely something wonky with the generator. I disabled all my mods (none should affect resource generation) and created the same settings and nothing. I then loaded the map exchange string from the previous post. No oil in the starting area nor in any starting areas when I "Restart&q...
- Sat May 13, 2017 4:18 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.10] Scroll-wheel on Advanced Settings ineffective
- Replies: 2
- Views: 854
[0.15.10] Scroll-wheel on Advanced Settings ineffective
I would expect the scroll wheel to increase the sliders by 1 gradient, but it's all over the map depending on the scrollbar you scroll. For instance, the Evolution scroll bars all jump between 0 and their respective maximum values. Maximum expansion distance is especially wonky. The default is 7. He...
- Sat May 13, 2017 3:26 pm
- Forum: Not a bug
- Topic: [0.15.10] Low Resource "size" setting can reduce effective frequency significantly
- Replies: 5
- Views: 1969
[0.15.10] Low Resource "size" setting can reduce effective frequency significantly
I'm hoping that the algorithms guarantee resources and it's not purely pot luck. I created a world with this exchange string: >>>AAAPAAoAAwABBQcAAAAEAAAAY29hbAIDAwoAAABjb3BwZXItb3Jl AgMDCQAAAGNydWRlLW9pbAIBBQoAAABlbmVteS1iYXNlAgMDCAAAAGl yb24tb3JlAgMDBQAAAHN0b25lAgMDCwAAAHVyYW5pdW0tb3JlAgMDDk GK6oCE...
- Wed May 10, 2017 4:34 am
- Forum: Resolved Problems and Bugs
- Topic: Desync w/ vanilla multiplayer (report attached)
- Replies: 1
- Views: 760
Desync w/ vanilla multiplayer (report attached)
Not much more to say about it than what the subject says. This report is from the player that did not desync.
- Fri May 05, 2017 7:17 pm
- Forum: Not a bug
- Topic: [0.15.7] Windows re-centering automagically
- Replies: 2
- Views: 942
Re: [0.15.7] Windows re-centering automagically
I am! MIschief managed.Nexela wrote:If you are using picker extended disable the minimap autohide in the mod options.
In the next version this setting will have checks on player.opened and also only update as needed and not all the time.
- Fri May 05, 2017 5:14 pm
- Forum: Not a bug
- Topic: [0.15.7] Windows re-centering automagically
- Replies: 2
- Views: 942
[0.15.7] Windows re-centering automagically
I'm posting this during my lunch break, so the details are more memory than sitting at my computer recreating the scenario... I've noticed two things related to window weirdness, possible the same thing: Modifying circuit item's logical RHS text field. Sometimes when typing in a value, it'll reset a...
- Fri May 05, 2017 2:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.7][Rseding] Cannot load fuel into trains
- Replies: 20
- Views: 23556
[0.15.7][Rseding] Cannot load fuel into trains
When I was drinking my morning coffee before work, I was watching my factory and I noticed previously working trains running out of fuel. The inserters are not loading--at least solid fuel--into the train engines, anymore. I know the trains were stopped properly, too, because the pumps engaged and u...
- Sat Apr 29, 2017 4:11 pm
- Forum: Mods
- Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
- Replies: 17
- Views: 11291
Re: [MOD 0.14] Hacked Splitters - bring balance to the belts
Good deal. This weekend (Sunday planned) I'm going to publish the updated version. The community tools I use to test belt compression have been updated, so I should be able to validate its functionality.
- Mon Apr 24, 2017 4:42 pm
- Forum: Resolved Problems and Bugs
- Topic: Failed update to 0.15.0: No such node (action)
- Replies: 7
- Views: 2864
Re: Failed update to 0.15.0: No such node (action)
I get this on the Mac as well, going from 0.14.23 to 0.15: $ ./factorio 0.000 2017-04-24 11:38:44; Factorio 0.14.23 (build 25374, mac, alpha) 0.000 Operating system: Mac OS X 10.12.2 0.000 Program arguments: "/Applications/factorio.app" 0.000 Read data path: /Applications/factorio.app/Cont...