... with the same name (In this case triggered by a gate when a player walks close by).
Expected ... savefile with the scheduled train.
I want to build a player "taxi" train around my base, using ... the desired behaviour that does not involve logistic wires connected everywhere, dozens of PAX ...
Search found 48 matches: logistic build gate
Searched query: +logistic +build +gate
- Mon Nov 04, 2024 9:52 pm
- Forum: Duplicates
- Topic: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled)
- Replies: 11
- Views: 1254
- Fri Oct 06, 2023 3:44 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Giga-factory v1.0 (screenshots 1.2 Gb ! )
- Replies: 7
- Views: 6784
Re: Giga-factory v1.0 (screenshots 1.2 Gb ! )
... other into gas + diesel + fuel oil.
4. We can build a workshop that will process oil into gas using ... txt
------ Three components ------
---Gate ---
https://anlide.online/factorio/small ... https://anlide.online/factorio/small/logistic-chest-requester.png
Blueprint: https://anlide ...
4. We can build a workshop that will process oil into gas using ... txt
------ Three components ------
---Gate ---
https://anlide.online/factorio/small ... https://anlide.online/factorio/small/logistic-chest-requester.png
Blueprint: https://anlide ...
- Mon Feb 15, 2021 9:26 pm
- Forum: Releases
- Topic: Version 1.1.22
- Replies: 9
- Views: 14371
Version 1.1.22
Optimizations
Improved performance when building blueprints in multiplayer. (https://forums ... Fixed missing status for wall controlling gate by circuit network. (https://forums.factorio.com ... com/96053)
Fixed that enter to confirm a logistic request count didn't work. (https://forums ...
Improved performance when building blueprints in multiplayer. (https://forums ... Fixed missing status for wall controlling gate by circuit network. (https://forums.factorio.com ... com/96053)
Fixed that enter to confirm a logistic request count didn't work. (https://forums ...
- Thu Jan 14, 2021 11:34 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.9] Crash: Error ElectricPole.cpp:1396: Inverse connection to ElectricPole missing.
- Replies: 7
- Views: 5731
[kovarex] [1.1.9] Crash: Error ElectricPole.cpp:1396: Inverse connection to ElectricPole missing.
... 2
0.001 2021-01-14 12:31:12; Factorio 1.1.9 (build 57646, win64, full)
0.001 Operating system ... Core"] = "1.1.0",
["FactorioExtended-Plus-Logistics"] = "1.1.0",
["FactorioExtended-Plus ... adding stacked version of gate
12.036 Script @__DeadlockStackingForVanilla ...
0.001 2021-01-14 12:31:12; Factorio 1.1.9 (build 57646, win64, full)
0.001 Operating system ... Core"] = "1.1.0",
["FactorioExtended-Plus-Logistics"] = "1.1.0",
["FactorioExtended-Plus ... adding stacked version of gate
12.036 Script @__DeadlockStackingForVanilla ...
- Sun Jan 10, 2021 6:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Lou][1.1.8] Crash loading save: "Error ElectricPole.cpp:1374: inverseConnectionExists was not true"
- Replies: 4
- Views: 3323
[Lou][1.1.8] Crash loading save: "Error ElectricPole.cpp:1374: inverseConnectionExists was not true"
... 0.003 2021-01-10 02:45:19; Factorio 1.1.8 (build 57537, win64, full)
0.003 Operating system ... Bottleneck__/settings.lua:191: out_of_logistic_network - off none
0.540 Script @__Bottleneck ... adding stacked version of gate
12.347 Script @__DeadlockStackingForVanilla ...
0.003 Operating system ... Bottleneck__/settings.lua:191: out_of_logistic_network - off none
0.540 Script @__Bottleneck ... adding stacked version of gate
12.347 Script @__DeadlockStackingForVanilla ...
- Mon Nov 23, 2020 8:29 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 160227
Version 1.1.0
Major Features
Added logistic requests to spidertron.
Train stop allows to set limit of incoming ... blueprint flipping.
Transport belt drag building is locked into a line, can be turned off by ... tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate"
Internal spidertron specification in ...
Added logistic requests to spidertron.
Train stop allows to set limit of incoming ... blueprint flipping.
Transport belt drag building is locked into a line, can be turned off by ... tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate"
Internal spidertron specification in ...
- Sat Nov 21, 2020 9:51 pm
- Forum: Modding discussion
- Topic: [1.1.0] Mod related changelog
- Replies: 5
- Views: 3247
[1.1.0] Mod related changelog
... tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate"
Internal spidertron specification in ... entities.
Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The ... connectable prototypes so it is not possible to build the entities in overlapping positions. (https ...
Internal spidertron specification in ... entities.
Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The ... connectable prototypes so it is not possible to build the entities in overlapping positions. (https ...
- Tue Jun 09, 2020 9:04 am
- Forum: Gameplay Help
- Topic: [0.18.30] Wired circuit connection not working after logistic connection
- Replies: 6
- Views: 1997
Re: [0.18.30] Wired circuit connection not working after logistic connection
... is the default so circuit condition and logistic condition build an AND gate.
When I found this feature (few month ago) I was suprised that is not highlighted anywhere. Option to add 2 conditions on a single inserter could simplify some creation a lot.
If you can, would you add a note to the wiki ?
When I found this feature (few month ago) I was suprised that is not highlighted anywhere. Option to add 2 conditions on a single inserter could simplify some creation a lot.
If you can, would you add a note to the wiki ?
- Mon Jun 08, 2020 6:00 pm
- Forum: Gameplay Help
- Topic: [0.18.30] Wired circuit connection not working after logistic connection
- Replies: 6
- Views: 1997
Re: [0.18.30] Wired circuit connection not working after logistic connection
There is no priority, "enabled" is the default so circuit condition and logistic condition build an AND gate.
- Wed Jan 22, 2020 10:44 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 67163
Re: [0.18.x] Bob's Mods: General Discussion
... to Fluid burning.
Added Steel processing and Logistic science pack as prerequisite to Automation 2 ... Power core.
Added new T2 classes, Balanced 2, Builder 2, Fighter 2, Miner 2, Engineer and ... 3 if needed
Added electronics prerequisite to gates technology.
Enemies 0.18.0:
Fixed icons (you ...
Added Steel processing and Logistic science pack as prerequisite to Automation 2 ... Power core.
Added new T2 classes, Balanced 2, Builder 2, Fighter 2, Miner 2, Engineer and ... 3 if needed
Added electronics prerequisite to gates technology.
Enemies 0.18.0:
Fixed icons (you ...
- Sat Nov 17, 2018 4:46 am
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 99912
Re: This game sucks and you are bad devs.
... of the circuit network extension (power switch, gate, train station, accumulator and logistic network integration to circuit network)
Additional train conditions (wait until full, wait until empty, wait ... MP games via a central location)
Better rail building
Better train managing possibilities ...
Additional train conditions (wait until full, wait until empty, wait ... MP games via a central location)
Better rail building
Better train managing possibilities ...
- Sat Oct 27, 2018 5:26 am
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 263187
Re: Friday Facts #266 - Cleanup of mechanics
... of red science was "hey, sometimes you have to build intermediate products. Green science teaches ... came to Factorio because I found a game about logistics management that wasn't simply a basic Logic Gate Simulator like Redstone in Minecraft. I wanted mechanisms that ran continuously until met with the ...
- Sat Oct 13, 2018 1:02 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 35924
Re: [0.16] Logistic Carts
... also be nice, but when i tried to use walls and gates, the carts couldn't open gates (unless i was in ... closes. the alternative would be to use red logistic signals to stop carts which is easy to do IF ... and blueprints, eg of my attempts to build a beltless mining site, and some tileable ore ...
- Fri Jun 08, 2018 5:06 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The Wall of Gun
- Replies: 4
- Views: 8674
The Wall of Gun
The simplest way to build a wall to keep the Biters out it to use a single wall with a double row of ... to earn the Lazy Bastard, Raining Bullets, Logistic Network Embargo, and Steam All The Way ... section, an inverse corner section, an entrance gate section, and the all-important ammo port section ...
- Wed Jan 17, 2018 8:31 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 470525
Re: Friday Facts #225 - Bots versus belts (part 2)
In Baldur's gate, you start at level 1 and you are very weak. Almost every monster is a challenge and ... is the power, as they just provide stronger logistics. The second is that they free you from having ... a bot based is built, the next step could be to build several of them in an automatic manner on the ...
- Mon Jan 15, 2018 9:45 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 470525
Re: Friday Facts #225 - Bots versus belts (part 2)
... like the Death Spell comparison from Baldur's gate with the logistic robots!
---> PLS USE IT ;)
Eg: Make/add high tier late game components that are too big/heavy to be transported by (little flying ... Eg. right now it feels too easy to build rocket parts when you already have production ...
---> PLS USE IT ;)
Eg: Make/add high tier late game components that are too big/heavy to be transported by (little flying ... Eg. right now it feels too easy to build rocket parts when you already have production ...
- Sat Jan 13, 2018 12:35 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 470525
Re: Friday Facts #225 - Bots versus belts (part 2)
... the discussion of the Death spell in Baldur's Gate acting as a big point of progression. What it ... to providing fluids / power, X requires N Logistic Bots to work the assembler, and bots degrade ... ramp / off-ramp structure) that allows you to build X belts on top of each other? A Feeder belt ...
- Tue Jan 09, 2018 2:18 am
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 441529
Re: Friday Facts #224 - Bots versus belts
Removing logistics bots from the game (Twinsen)
During more boring FFF, I like to do these gameplay ... a "bot hater". I believed it trivialized base building and managing belts. I also believe that ... of things. It does feel like a huge progression gate when you unlock them. They definitely add a ...
- Fri Jan 05, 2018 9:50 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 441529
Re: Friday Facts #224 - Bots versus belts
... bots do add something to the game: Trying to build a 1000SPM base without them would be so much ... remove them. I do think it was a good move to gate them behind late game tech, because they are ... about the same' then that really isn't even logistic bots' fault, but rather the fault of modules ...
- Wed Dec 27, 2017 8:40 am
- Forum: Show your Creations
- Topic: Tank and Car Filler
- Replies: 0
- Views: 3651
Tank and Car Filler
TL;DR Inserter detects incoming vehicle and gates it until overflow to trunk, at which point a second ... KironaDragon's on reddit: I figured out how to build an automatic car rearm/refuel station! No mods ... Ideally, the feeder chests are filled via logistic robots and always have some space for the ...