Search found 142 matches
- Fri Dec 22, 2023 12:57 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 26914
Re: Friday Facts #389 - Train control improvements
As far as I understand it, the check whether the conditions for an interrupt are fulfilled only takes place when leaving a train station. If the conditions for an interrupt are then fulfilled, this is followed up.
- Fri Dec 22, 2023 12:46 pm
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 69
- Views: 14560
Re: Friday Facts #390 - Noise expressions 2.0
Verry technical this time but still interesting.
Am I right in thinking that these changes mean that modders will have to rewrite the setting of their own resources, for example?
Merry Christmas.
Am I right in thinking that these changes mean that modders will have to rewrite the setting of their own resources, for example?
Merry Christmas.
- Sun Dec 17, 2023 6:36 am
- Forum: Ideas and Suggestions
- Topic: Elevated rail unloading
- Replies: 6
- Views: 755
Re: Elevated rail unloading
I don't like the idea of simply dropping things. But I can imagine a special new inserter that can unload from elevated trains. But I wonder whether a train stop can be placed on elevated train tracks at all. And I see another problem. Factorio is a 2D game. I don't know if you can see what's happen...
- Sat Dec 16, 2023 10:20 am
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 26914
Re: Friday Facts #389 - Train control improvements
I would also like to see this implemented.SteelWolf300 wrote: ↑Fri Dec 15, 2023 11:44 pm...
One thing I would love to be added to the game is the ability to change the station in the scheduler without to have to recreate the whole schedule.
...
- Fri Dec 15, 2023 8:06 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 26914
Re: Friday Facts #389 - Train control improvements
Someone on Reddit suggested a condition that would test against remaining fuel Mj. This way you don't need to test for low specific fuel type(s). If fuel Mj is low, go refuel. If you change fuel type in the refueling station later on, the train doesn't even need to know. I am also in favour of havi...
- Fri Dec 15, 2023 3:17 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 26914
Re: Friday Facts #389 - Train control improvements
And another FFF with long-awaited features. Thank you. I like to use the trains in Factorio and especially the option to refuel only when needed is a relief for me when planning train routes. This makes some of my Bluepronts obsolete, but the implementation in the game is much better. Another innova...
- Fri Dec 08, 2023 12:25 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 25735
Re: Friday Facts #388 - Smaller things for 2.0
This are nice quality of life features.
- Thu Dec 07, 2023 2:22 pm
- Forum: Mods
- Topic: [MOD 1.1] Picklock's Set Inventory Filters
- Replies: 6
- Views: 1096
Re: [MOD 1.1] Picklock's Set Inventory Filters
During my current playthrough I often had the need to sort my inventory while another inventory was open. Since I found it inconvenient to close the open inventory and open my inventory to sort it, I added the function that my inventory is sortable even if another inventory is open to my mod. Update...
- Fri Dec 01, 2023 1:42 pm
- Forum: News
- Topic: Friday Facts #387 - Swimming in lava
- Replies: 170
- Views: 40941
Re: Friday Facts #387 - Swimming in lava
Another FFF with lots of interesting news.
The new mining drill looks awesom and if it is not too expensive to produce it will replace my standard mining drills.
The foundry also looks awesom. I can't wait to see what you can do with it.
The new mining drill looks awesom and if it is not too expensive to produce it will replace my standard mining drills.
The foundry also looks awesom. I can't wait to see what you can do with it.
- Sun Nov 26, 2023 10:43 am
- Forum: Fixed for 2.0
- Topic: [1.1.98] Tight Spot: Red/Green wire permanently lost when deconstructing
- Replies: 3
- Views: 602
Re: [1.1.98] Tight Spot: Red/Green wire permanently lost when deconstructing
The fact that red and green wires are not put back into the inventory when they are deconstructed will be solved with V2.0, as from then on wires can be set free of material costs. You can read about this in https://factorio.com/blog/post/fff-379 . ... In the end we took the path that made a lot of ...
- Fri Nov 24, 2023 1:06 pm
- Forum: News
- Topic: Friday Facts #386 - Vulcanus
- Replies: 124
- Views: 25977
Re: Friday Facts #386 - Vulcanus
Another very interesting FFF. The new planet looks very good. The new resources also make you curious to mine, process and use them. Will the maps of the new planets be as individually customizable by the player (resource deposits, resource diversity, terrain (cliffs, liquids, flora)) as those of Na...
- Fri Nov 17, 2023 3:28 pm
- Forum: News
- Topic: Friday Facts #385 - Asteroid Collector
- Replies: 57
- Views: 13974
Re: Friday Facts #385 - Asteroid Collector
Another interesting FFF.
I find it exciting and interesting to see how the Asteroid collector has developed from the idea to the realization and what thoughts are behind it.
Of the concepts shown, I also like the current realization the best.
I find it exciting and interesting to see how the Asteroid collector has developed from the idea to the realization and what thoughts are behind it.
Of the concepts shown, I also like the current realization the best.
- Fri Nov 17, 2023 11:51 am
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 50
- Views: 19501
- Sun Nov 12, 2023 9:46 am
- Forum: Mods
- Topic: [MOD 1.1] Picklock's Set Inventory Filters
- Replies: 6
- Views: 1096
Re: [MOD 1.1] Picklock's Set Inventory Filters
Update V1.1.1 for Factorio V1.1: Features: - Added manual sorting function for the Spidertron's trash slots. Optimisations: - Optimized the position of the GUI for Spidertron at a resolution less than or equal to 1920x1080. Locale: - Updated and tweaked language files See start post for details.
- Fri Nov 10, 2023 2:46 pm
- Forum: Mods
- Topic: [MOD 1.1] Picklock's Set Inventory Filters
- Replies: 6
- Views: 1096
Re: [MOD 1.1] Picklock's Set Inventory Filters
Update V1.1.0 for Factorio V1.1: Features: - Manual sorting function for sortable inventories added. Optimisations: - Optimized position of the GUI Locale: - Updated and tweaked language files If the "Always keep player's main inventory sorted" setting is activated in the Factorio interfac...
- Fri Nov 10, 2023 1:25 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 329
- Views: 47692
Re: Friday Facts #384 - Combinators 2.0
Again another great FFF. The new combinators open up many new possibilities and simplify the many previously complex setups. I will probably rebuild and simplify quite a few of my circuits. I can hardly wait to get started. As others have already posted, I would like to be able to output any value o...
- Tue Nov 07, 2023 7:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Error updating to .95: "Error opening update package: [...] Data-Lifecycle.html not found"
- Replies: 17
- Views: 2290
Re: [1.1.94] Error updating to .95: "Error opening update package: [...] Data-Lifecycle.html not found"
I have tested it and the update could now be carried out without any problems.
Thank you for the quick solution to the problem.
Thank you for the quick solution to the problem.
- Tue Nov 07, 2023 4:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] Error updating to .95: "Error opening update package: [...] Data-Lifecycle.html not found"
- Replies: 17
- Views: 2290
Re: i have issues updateing to .95
I have the same error. A total of 5 files were missing. The updater reported the following files: - Data-Lifecycle.html - Global.html - Instrument.html - Libraries.html - Migrations.html These files were missing in my current installations. After I had copied these files from the ZIP download of ver...
- Fri Nov 03, 2023 12:30 pm
- Forum: News
- Topic: Friday Facts #383 - Super force building
- Replies: 172
- Views: 30707
Re: Friday Facts #383 - Super force building
Another great FFF.
Will the Super force building be implemented in the base game, too?
Can't wait to try it out. Especially the mining of laandfill. More than once i did a wrong click and had a tile of landfill where I didn't wanted it to be. Now I can simply mine it. Great.
Will the Super force building be implemented in the base game, too?
Can't wait to try it out. Especially the mining of laandfill. More than once i did a wrong click and had a tile of landfill where I didn't wanted it to be. Now I can simply mine it. Great.
- Mon Oct 30, 2023 10:21 am
- Forum: Mods
- Topic: [MOD 1.0 – 1.1] Picklocks Basic Mod
- Replies: 4
- Views: 3127
Re: [MOD 1.1] Picklocks Basic Mod
Version: 1.1.3 for Factorio V1.1: Ease of use: Matched the sorting order of Lithium pellets so that they are not sorted between electronic circuits and advanced circuits. Alternative recipes for lithium plates hidden from the Intermediates tab when handcrafting. Graphics for ore patches and the map ...