... mirroring, some entities have arbitrary amount of circuit connector definitions (like electric poles due to their orientation logic). Some entities have extra bit of logic of when a wire can be connected (like walls only being connectable when gate is nearby).
There is nothing to be generalized here.
Search found 1477 matches: gate
Searched query: +gate
- Sun Oct 12, 2025 5:10 am
- Forum: Won't implement
- Topic: Promote Circuit Connections to Base Entity Type
- Replies: 2
- Views: 94
- Fri Oct 03, 2025 7:11 pm
- Forum: Balancing
- Topic: Assembling Machine 1 recipe limits - what is intended?
- Replies: 2
- Views: 333
Re: Assembling Machine 1 recipe limits - what is intended?
... it should be hand crafting only recipe but later kill and unused.)( the kill I mean add it to all assembler.)
crafting,
advanced crafting,( gate keeping the engine unit so rpg player will stop crafting by hand and afk.)
crafting-with-fluid,
oil-processing,
chemistry,
centrifuging,
the game ...
crafting,
advanced crafting,( gate keeping the engine unit so rpg player will stop crafting by hand and afk.)
crafting-with-fluid,
oil-processing,
chemistry,
centrifuging,
the game ...
- Mon Sep 08, 2025 7:34 pm
- Forum: Gameplay Help
- Topic: Combinators: Keep a Gete ope for some time after passing it
- Replies: 4
- Views: 520
Re: Combinators: Keep a Gete ope for some time after passing it
Ok, so here's the problem. As you can see, the gate has already closed, and the signal would be green again, but I'm right on the tracks ... so I want the signal to stay red long enough for me to cross the whole track. I know there would be an easy solution to this problem by covering the whole ...
- Mon Sep 08, 2025 7:20 pm
- Forum: Gameplay Help
- Topic: Combinators: Keep a Gete ope for some time after passing it
- Replies: 4
- Views: 520
Re: Combinators: Keep a Gete ope for some time after passing it
Ok, so here's the problem. As you can see, the gate has already closed, and the signal would be green again, but I'm right on the tracks ... so I want the signal to stay red long enough for me to cross the whole track. I know there would be an easy solution to this problem by covering the whole ...
- Mon Sep 08, 2025 6:58 pm
- Forum: Gameplay Help
- Topic: Combinators: Keep a Gete ope for some time after passing it
- Replies: 4
- Views: 520
Combinators: Keep a Gete ope for some time after passing it
Hi all, I'm currently stuck at creating a safe railroad crossing. Recently, I placed some gate elements and set the signal to turn red once the gate is open. However, since the gate closes behind, the signal turns green again when you are still crossing the rails. Which bears some risk of getting ...
- Fri Sep 05, 2025 10:14 pm
- Forum: General discussion
- Topic: How do you deal with emptiness after "finishing" the game?
- Replies: 25
- Views: 6866
Re: How do you deal with emptiness after "finishing" the game?
... computer game could never match the complexity of a tabletop campaign. This is still perhaps debatable, but 5 years after that discussion, baldur's gate 1 came out, and I was sold.
My point is, all these factory games could be better, and i'd bet wube could make a first person space construction ...
My point is, all these factory games could be better, and i'd bet wube could make a first person space construction ...
- Fri Sep 05, 2025 1:41 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1571
Re: Demolisher sizes as weapon tech gates
Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack those.
You know what, you’re right. This ...
- Fri Sep 05, 2025 1:24 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1571
Re: Demolisher sizes as weapon tech gates
Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack those.
You know what, you’re right. This change ...
- Fri Sep 05, 2025 1:12 pm
- Forum: Balancing
- Topic: Demolisher sizes as weapon tech gates
- Replies: 13
- Views: 1571
Re: Demolisher sizes as weapon tech gates
... unsatisfying compared to the other planets
Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack ...
Your proposition doesn't change any of that though since you propose to arbitrarily adds an annoying gate on "medium and big demolisher" , it really misses the target because you can still have everything from Vulcanus without ever needing to attack ...
- Wed Aug 27, 2025 3:39 pm
- Forum: Duplicates
- Topic: Gates reacts to walking keybinds inside a vehicle
- Replies: 1
- Views: 297
Gates reacts to walking keybinds inside a vehicle
https://www.reddit.com/r/factorio/comments/1n19nh8/how_come_the_gates_only_activate_when_i_press_d/
I hope the video there explains it. Simply put
When inside a vehicle and a gate is to my right, pressing D opens the gate, although in a tank, pressing D while stationary does nothing. Same happens ...
I hope the video there explains it. Simply put
When inside a vehicle and a gate is to my right, pressing D opens the gate, although in a tank, pressing D while stationary does nothing. Same happens ...
- Thu Aug 14, 2025 6:13 pm
- Forum: Balancing
- Topic: A idea to handle gleba problem
- Replies: 20
- Views: 2496
A idea to handle gleba problem
I think gleba is really good idea but just not work because you got gate keeped in everyway that limits how you can even produce basic ores, and before you know it stomper will come and kill you and your defense only make them attack whole base instead of just the tower.
At the root of it all, it all ...
At the root of it all, it all ...
- Sat Aug 09, 2025 9:11 pm
- Forum: Not a bug
- Topic: [2.0.60] Inconsistent circuit connection to ghost/real walls
- Replies: 6
- Views: 580
Re: [2.0.60] Inconsistent circuit connection to ghost/real walls
Just tested this. Ghost gate doesn't do the trick. Actually building the gate ofc allow the wall to be connected but when you undo the gate connections are lost. So nope.ickputzdirwech wrote: Sat Aug 09, 2025 6:55 pm I suppose you could temporarily place a gate next to the walls you want to connect to the wire?
- Sat Aug 09, 2025 6:55 pm
- Forum: Not a bug
- Topic: [2.0.60] Inconsistent circuit connection to ghost/real walls
- Replies: 6
- Views: 580
Re: [2.0.60] Inconsistent circuit connection to ghost/real walls
I suppose you could temporarily place a gate next to the walls you want to connect to the wire?
- Sat Aug 02, 2025 3:45 pm
- Forum: Modding discussion
- Topic: A.I usage for thumbnails on mods
- Replies: 14
- Views: 1308
Re: A.I usage for thumbnails on mods
... someone emulating someone's style and learning from it and making something new.
And I am really, really hoping you are not going to use the "art gatekeeping" argument that a lot of pro-ai users constantly have done. Because there is no gate to art and what people are mad about is that AI generated ...
And I am really, really hoping you are not going to use the "art gatekeeping" argument that a lot of pro-ai users constantly have done. Because there is no gate to art and what people are mad about is that AI generated ...
- Sun Jul 27, 2025 5:29 pm
- Forum: Wiki Talk
- Topic: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
- Replies: 23
- Views: 4241
Re: How to use Copilot/ChatGPT/whatever AI as translator for Factorio wiki
... lassen sich {{L|Train stop}}s, {{L|Rail signal}}e und {{L|Rail chain signal}}e platzieren, um automatisierte Züge gezielt zu steuern. Auch {{L|Gate}}s können auf Gleisen gebaut werden und werden dann zu Schienentoren. In der {{L|Space Age}}{{SA}}-Erweiterung können Gleise mit {{L|Rail ramp}}en ...
- Fri Jul 25, 2025 7:59 pm
- Forum: Duplicates
- Topic: [2.0.60] Railgun destroys gate while gate is low
- Replies: 1
- Views: 263
Re: [2.0.60] Railgun destroys gate while gate is low
126040
Yes, we have all had this idea. There are mods which make Railgun projectiles non-colliding, if that is what you are really looking for. Gates have relatively Low Health (350) compared to Railgun turrets (4000), so this strategy does not have much of a Gameplay benefit anyway…
Yes, we have all had this idea. There are mods which make Railgun projectiles non-colliding, if that is what you are really looking for. Gates have relatively Low Health (350) compared to Railgun turrets (4000), so this strategy does not have much of a Gameplay benefit anyway…
- Fri Jul 25, 2025 7:02 pm
- Forum: Duplicates
- Topic: [2.0.60] Railgun destroys gate while gate is low
- Replies: 1
- Views: 263
[2.0.60] Railgun destroys gate while gate is low
I have built a spaceship with walls. After they got shot by the railgun, I replaced them with gates and set the gates to open.
The railgun did not care about unobstructed range of fire and destroyed the opened gate.
I expected the railgun to destroy things that's blocking it's path only.
The railgun did not care about unobstructed range of fire and destroyed the opened gate.
I expected the railgun to destroy things that's blocking it's path only.
- Thu Jul 24, 2025 10:57 am
- Forum: Ideas and Suggestions
- Topic: Change color of lamp back to pure white
- Replies: 20
- Views: 2321
Re: Change color of lamp back to pure white
... me that they are the same idea.
There exists in such a case a certain institution or law; let us say, for the sake of simplicity, a fence or gate erected across a road. The more modern type of reformer goes gaily up to it and says, “I don’t see the use of this; let us clear it away.” To which ...
There exists in such a case a certain institution or law; let us say, for the sake of simplicity, a fence or gate erected across a road. The more modern type of reformer goes gaily up to it and says, “I don’t see the use of this; let us clear it away.” To which ...
- Tue Jul 22, 2025 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.60] Crash on certain tick
- Replies: 4
- Views: 1173
Re: [2.0.60] Crash on certain tick
... Corpse,ElectricEnergyInterface,EnemySpawner,Explosion,FlameThrowerExplosion,FluidStream,FluidTurret,FlyingTextEntity,FusionGenerator,FusionReactor,Gate,HeatInterface,HighlightBoxEntity,InfinityContainer,InfinityPipe,ItemRequestProxy,OffshorePump,ParticleSource,PowerSwitch,Projectile,Pump,Valve,Radar ...
- Thu Jul 17, 2025 5:54 am
- Forum: General discussion
- Topic: Space Exploration / Space Age connection?
- Replies: 16
- Views: 6285
Re: Space Exploration / Space Age connection?
... surprise me if Kovarex/Wube helped fund SE before modder joined Wube..
Very unfortunate they didn't (or couldn't?) just start extending SE out of gate after they hired him instead of doing SA.
I am pretty sure they could have taken a free updates forever approach like Terraria and done very well ...
Very unfortunate they didn't (or couldn't?) just start extending SE out of gate after they hired him instead of doing SA.
I am pretty sure they could have taken a free updates forever approach like Terraria and done very well ...