Search found 187 matches
- Mon Mar 11, 2019 4:54 pm
- Forum: General discussion
- Topic: Private trains?
- Replies: 13
- Views: 3955
Re: Private trains?
I carry around a locomotive and a stack of rocket fuel. When I'm done working at one outpost, I use that to get to the next "job site". Generally the traffic disruption isn't too severe for one passenger pulling into a station. If I run out of raw materials while on an expedition, I have a...
- Sun Mar 10, 2019 5:17 am
- Forum: Gameplay Help
- Topic: Circuit Network and storing values for accumulator display
- Replies: 4
- Views: 4080
Re: Circuit Network and storing values for accumulator display
How to store a value, that will stay same, disregarding of the continious input value? Like, to let CN know that accums are losing charge, I can compare A and B, where A is current charge level and B is a charge level lets say a second ago. If A<B - it is loosing charge. I tried SR latches and memo...
- Fri Mar 08, 2019 7:25 pm
- Forum: Releases
- Topic: Version 0.17.9
- Replies: 56
- Views: 31247
Re: Version 0.17.9
The train upgrade is very appreciated. I think the pattern of trains that refill outposts which get turned off halfway through the refill is pretty common.
- Thu Mar 07, 2019 11:24 pm
- Forum: Gameplay Help
- Topic: Number of members in a logistic network
- Replies: 2
- Views: 963
Re: Number of members in a logistic network
Thanks, that's perfect! I hadn't noticed it before.
- Thu Mar 07, 2019 4:45 am
- Forum: Gameplay Help
- Topic: Number of members in a logistic network
- Replies: 2
- Views: 963
Number of members in a logistic network
Is there a way to get the number of members in a logistic network into a circuit? I would like to resupply far off bases with construction bots when the biters destroy some of the bots.
- Sun Mar 03, 2019 7:56 pm
- Forum: Ideas and Suggestions
- Topic: Wires on belt don't stop the belt
- Replies: 10
- Views: 2990
Wires on belt don't stop the belt
TL;DR Please make it so that installing a wire on a belt doesn't stop it by default. What ? When installing a new circuit wire on a belt, the belt temporarily stops. This is an unnecessary disruption. Why ? If reading the belt is the desired function, the belt will have temporarily stopped and caus...
- Sat Mar 02, 2019 7:06 am
- Forum: Releases
- Topic: Version 0.17.4
- Replies: 54
- Views: 32268
Re: Version 0.17.4
I'm still sad I cannot have a shortcut for my deconstruct planner anymore You can put a deconstruction planner in one of your toolbelt hotkeys and then put it in your inventory. Pressing Q seems to erase a blank planner and remove it from your hotkeys, which is suboptimal. Weirdly, deleting the dec...
- Fri Mar 01, 2019 6:38 pm
- Forum: News
- Topic: Friday Facts #284 - 0.17 experimental
- Replies: 190
- Views: 66322
Re: Friday Facts #284 - 0.17 experimental
Congratulations on the new version and its quickly shrinking bug list! The new graphics are great.
I have greatly enjoyed starting over on an extra-hard deathworld and trying to build while at the same time piling dead biters to the top of my walls.
I have greatly enjoyed starting over on an extra-hard deathworld and trying to build while at the same time piling dead biters to the top of my walls.
- Tue Feb 26, 2019 11:27 pm
- Forum: Duplicates
- Topic: [0.17.1] Minor mod update interface bug
- Replies: 2
- Views: 948
[0.17.1] Minor mod update interface bug
If you click on one of the mods when it is downloading several mods, and then it updates a mod it is currently downloading, the previously selected mod turns blank.
clickme
clickme
- Sat Feb 23, 2019 6:01 pm
- Forum: General discussion
- Topic: Image to light pole converter?
- Replies: 2
- Views: 1013
Re: Image to light pole converter?
That's pretty sweet. Thanks for linking it! Also sounds like it's not really practical, sadly. Maybe single images would work well, though
- Sat Feb 23, 2019 4:26 am
- Forum: General discussion
- Topic: Image to light pole converter?
- Replies: 2
- Views: 1013
Image to light pole converter?
Having seen the glory that is miditorio for converting music to factorio blueprints (I now have a blueprint for Baby Shark and a separate blueprint that waits 3 minutes to play Baby Shark for ... reasons), I got to wondering, is there a similar converter that takes images or videos and converts them...
- Thu Feb 14, 2019 8:26 am
- Forum: Modding help
- Topic: How to get modules stored in a beacon from the console?
- Replies: 6
- Views: 1390
Re: How to get modules stored in a beacon from the console?
Makes sense, I think - one is the definitions, the other is the actual objects. Thanks!Because prototypes are data phase. You are doing runtime scripting. These two phases of modding the game have completely separate lua apis.
- Thu Feb 14, 2019 7:48 am
- Forum: Gameplay Help
- Topic: Train signaling of hexagon cornor intersection
- Replies: 9
- Views: 3675
Re: Train signaling of hexagon cornor intersection
This post confused me abit, until i realized it´s probably meant as a response to "make the whole intersection one block". Yes, sorry, I was lazy and didn't quote. If an intersection is one entire block, I expect two trains going in opposite directions to interfere with each other, even i...
- Thu Feb 14, 2019 6:46 am
- Forum: Modding help
- Topic: How to get modules stored in a beacon from the console?
- Replies: 6
- Views: 1390
Re: How to get modules stored in a beacon from the console?
As an added bonus (and for posterity) here is a script which marks red all accumulators with more than half their charge. Best used when the other accumulators in the base are half used so that only the unattached accumulators are marked. /c local entity="accum" local surface=game.player.s...
- Thu Feb 14, 2019 6:07 am
- Forum: Modding help
- Topic: How to get modules stored in a beacon from the console?
- Replies: 6
- Views: 1390
Re: How to get modules stored in a beacon from the console?
Yep, spam marks to map, write down which train stations they are near, reload, go fix. Thanks! Wasn't sure where to find the inventory. I haven't figured out why it doesn't show up in the Entity description here: https://wiki.factorio.com/Prototype/Beacon However, the method you linked works great: ...
- Thu Feb 14, 2019 3:38 am
- Forum: Modding help
- Topic: How to get modules stored in a beacon from the console?
- Replies: 6
- Views: 1390
How to get modules stored in a beacon from the console?
I'd like to iterate over the beacons in my base to alert me to any that don't have any modules stored in them. However, looking at the specification for the beacon, I don't see any place to query the modules it has. https://wiki.factorio.com/Prototype/Beacon If I get a Beacon object in the console, ...
- Thu Feb 14, 2019 1:29 am
- Forum: Gameplay Help
- Topic: Train signaling of hexagon cornor intersection
- Replies: 9
- Views: 3675
Re: Train signaling of hexagon cornor intersection
The trains plan ahead quite a bit, so you'll see trains stopping because of a train going the other direction that isn't interfering at all. Slows down the transit time significantly if they have to brake and the accelerate again.
- Wed Feb 13, 2019 10:46 pm
- Forum: Gameplay Help
- Topic: Need help with lamp indicator
- Replies: 2
- Views: 933
Re: Need help with lamp indicator
This sounds overly complicated, but at a high level you can break it down into several component parts and combine them all into one giant circuit. For example, you start with a chain of deciders which check if the value is 0, <= 10, <= 20, ..., <= 90, < 100, 100. Then you can build a circuit which ...
- Thu Feb 07, 2019 2:32 am
- Forum: Gameplay Help
- Topic: Train signaling of hexagon cornor intersection
- Replies: 9
- Views: 3675
Re: Train signaling of hexagon cornor intersection
As a general principle, the reason the spots you marked don't need signals is there's no way to fit two trains into those spots. For example, if a train is on the southernmost track going west to southeast, because there are no signals there, the trains going from north to southeast and from west to...
- Tue Feb 05, 2019 2:29 am
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 23644
Re: Dynamic train schedule
When all your trains rush to a station, after the first one arrives if the others have a path to another station they should reroute at the next signal. This doesn't always happen unless you disable the station. If the station is still active, other trains will wait if the next station is far enoug...