Search found 5707 matches
- Mon Mar 25, 2024 12:45 am
- Forum: Ideas and Suggestions
- Topic: Blueprints should be available on game start.
- Replies: 22
- Views: 3999
Re: Blueprints should be available on game start.
The problem I have with this is mostly the Cut, Copy, paste, and Undo icons that get disabled when I create a new Offline game. I have played well over 6000 hours and I am not a New User. Saving some of these values in the Registry or a file would help prevent this. If it is in the Registry, I can ...
- Mon Mar 25, 2024 12:36 am
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 17583
Re: Friday Facts #403 - Train stops 2.0
What if you are stranded in a train above a lake, and the trains around you are out of fuel so you can't walk your train to solid ground without plowing through other trains. Are you stuck, or can you parkour from train to train? They said you can do remote driving. I assume the "player pushes...
- Mon Mar 25, 2024 12:33 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 154500
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Floating point error: Shown easily with the following setup: Assembler 3s with 4 Prod 3s. 8 Speed 3 Beacons per assembler. 7.7 Vanilla Red Science per second should need 5 assemblers. Helmod says 6. Floating point issue confirmed by asking for 7.69r Red Science per second. You can set the precision...
- Mon Mar 25, 2024 12:30 am
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 606
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
The thing is that "item=" is the default of the icon selector. In cases where it displays text besides the image you can hide the text by using "img=". Which I think is only in chat messages now that I think about it. So don't go trying this out in places where you don't have tex...
- Sat Mar 23, 2024 4:50 pm
- Forum: Ideas and Suggestions
- Topic: High Temp Steam > Coal Liquefaction Bonus
- Replies: 5
- Views: 463
Re: High Temp Steam > Coal Liquefaction Bonus
Coal Liquefaction in Factorio is modeled on the Fischer–Tropsch process , and this process is running with temperatures between 150–300 °C. Higher temperatures don't just yield more, it's producing different output. Usually even less desired output. Factorio's simulation should not leave its real w...
- Sat Mar 23, 2024 4:42 pm
- Forum: Gameplay Help
- Topic: Trains: 2 lane 2 way
- Replies: 4
- Views: 455
Re: Trains: 2 lane 2 way
Something like this? timed-signal.png 0eNq9l92OmzAQhd/FtyWr8E9QtVL7BL3IXVUhAk4yEhhkTNQo4t1rQyAEEjreTXsTycE+jM83MzYXsstqWnJggoQXAknBKhL+vJAKDizO1H/iXFISEhA0JwZhca5GPIaMNAYBltLfJDSbXwahTIAA2q1vB+eI1fmOcjlhWKneIGImVkmR74DFouBStiwqubZg6oVSz/XeXIOcSWi7b658TQqcJt1zy1ASghdZtKPH+ARyvVy0h0xQ/iT2E3BRy3+GILoZq...
- Sat Mar 23, 2024 4:02 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 17583
Re: Friday Facts #403 - Train stops 2.0
Is "Trains on the way" a list of all trains headed to a station with the same name or only trains headed to this exact station? When I rename a station and it is the only station with that name then the schedule of trains is changed to the new station. But when there are multiple stations ...
- Sat Mar 23, 2024 3:52 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 17583
Re: Friday Facts #403 - Train stops 2.0
I love that you play with double headed trains. But have you ever build stations like this? train-deadlock.png Train stations can be palindrom. By having 2 stops trains can enter from either side and the cargo or fluid wagons are at the same location both ways (assuming your trains cargo and fluid w...
- Fri Mar 22, 2024 11:32 pm
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 606
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
You can enter or
One is with text and the other without. Sadly only one you can select with the icon selector, you have to type in the other (or use the RichTextHelper mod). At least in chat you have that behavior.
Code: Select all
[item=iron-gear-wheel]
Code: Select all
[img=item/iron-gear-wheel]
- Fri Mar 22, 2024 11:19 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47271
Re: Friday Facts #384 - Combinators 2.0
If only there where instant through holes. A wire with one side red and the other side green. :) I could suggest an arithmetic combinator set to Each+0=Each to accomplish that. ;) That's not instant. That's got a delay of 1 tick. I have a feeling the devs will not want to add anything that can take...
- Fri Mar 22, 2024 11:14 pm
- Forum: Ideas and Suggestions
- Topic: Stacked Belts should be their own item.
- Replies: 15
- Views: 1180
Re: Stacked Belts should be their own item.
There could be different icons for stacked things. For ores and sand the icons could be a piles of different size. For steel the icons would look more like steel next to each other instead of on top. Steel is so heavy that a few beams are a lot already and just one layer of beams is plenty for a tru...
- Fri Mar 22, 2024 10:02 am
- Forum: General discussion
- Topic: Quality level run-off poll
- Replies: 31
- Views: 1986
Re: Quality level run-off poll
(My own opinion is that even 'S', let alone 'SS' or 'SSS', is symptomatic of unplanned extensions to a range. You designed a range with, say, 'A' to 'D', and then find later that you need a higher grade than 'A', so have to improvise. Adding such things in at the start is pointless.) You don't watc...
- Fri Mar 22, 2024 12:00 am
- Forum: Ideas and Suggestions
- Topic: Skip mod loading
- Replies: 5
- Views: 403
Re: Skip mod loading
A --no-mods or --edit-mods option could be nice. As well as --sync-mods FILE.
Best I have for playing different set of mods is:
bin/x64/factorio --mod-directory <path to games mods>
Best I have for playing different set of mods is:
bin/x64/factorio --mod-directory <path to games mods>
- Thu Mar 21, 2024 11:54 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 157130
- Thu Mar 21, 2024 11:51 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47271
Re: Friday Facts #384 - Combinators 2.0
Changing the graphics I think would be the least problem. I'm pretty sure there are lots of cases where the code basically reads: for (i = 0; i < 2; ++i) { ... } instead of for (i = 0; i < MAX_WIRES; ++i) { ... } . That goes for mods too. As for overcomplicating ... I would guess the opposite: &quo...
- Thu Mar 21, 2024 2:53 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 168
- Views: 23665
Re: Friday Facts #402 - Lightspeed circuits
The idea of wireless data transmission has been on my mind for years. I'm even surprised that the development team didn't come up with it much earlier. There is a lot of fun in laying wires. But it is tiring, and sometimes you opt for the simple solution of not laying wires, relying on simple thing...
- Thu Mar 21, 2024 9:26 am
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47271
Re: Friday Facts #384 - Combinators 2.0
First I would just want to have 3 or 4 colors for the wire. The interface already has 2 so enlarging that to 4 should not be such a daunting path. Oh, yeah, definitely. Having a couple of extra circuit network channels would be nice. But I suspect that the idea may get turned down as overcomplicati...
- Thu Mar 21, 2024 9:16 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 299
- Views: 157130
Re: 3 and 4 way intersections
When a train arrives at the intersection it will have a path already picked to cross it and it will go past the first signal. At that point the path is locked in, there is no way the train can repath when there is congestion to drive around a blockage. Like I previously said, when a train's braking...
- Wed Mar 20, 2024 9:25 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47271
Re: Friday Facts #384 - Combinators 2.0
First I would just want to have 3 or 4 colors for the wire. The interface already has 2 so enlarging that to 4 should not be such a daunting path.
- Wed Mar 20, 2024 9:23 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 102
- Views: 20935
Re: Friday Facts #401 - New terrain, new planet
It's all wrong! There's a reason why both cliffs and water follow height lines, and no reason why forests should leave convenient thoroughfares for the character's car. That said, this garden will make a much better playground than untamed wilderness. Even if it poses the question of where the gard...