I don't think this would be possible without a severe redoing of collision management and seems too much.
This post suggests something similar (what I wanted to suggest) with which you would use the logistic robots.
viewtopic.php?f=6&t=87950&p=506638#p506638
Search found 8 matches
- Fri Aug 14, 2020 5:43 pm
- Forum: Ideas and Suggestions
- Topic: spider logistic company
- Replies: 4
- Views: 1795
- Fri Aug 14, 2020 5:42 pm
- Forum: Ideas and Suggestions
- Topic: Spidertron Cargo
- Replies: 5
- Views: 2444
Re: Spidertron Cargo
This mod does partially what you are asking for I believe: https://mods.factorio.com/mod/EquipmentGridLogisticModule However, I believe vanilla support would be an excellent addition. My proposal would be a piece of equipment similar to the belt immunity equipment, which when added to an equipment g...
- Mon Feb 10, 2020 1:23 pm
- Forum: Pending
- Topic: [Rseding] [0.18.3] Chemical plant sound restarting
- Replies: 7
- Views: 2199
Re: [Rseding] [0.18.3] Chemical plant sound restarting
I have been trying to capture the audio output, but I am on a Mac so it is difficult.
- Mon Feb 03, 2020 4:20 pm
- Forum: Pending
- Topic: [Rseding] [0.18.3] Chemical plant sound restarting
- Replies: 7
- Views: 2199
Re: [0.18.3] Chemical plant sound restarting
I didn't notice it when running past the same machines, unlike in the linked bug report.
But it sounds exactly like that when I was dragging the map.
But it sounds exactly like that when I was dragging the map.
- Mon Feb 03, 2020 12:54 am
- Forum: Pending
- Topic: [Rseding] [0.18.3] Chemical plant sound restarting
- Replies: 7
- Views: 2199
[Rseding] [0.18.3] Chemical plant sound restarting
What did you do? I dragged the map view (close to the surface, so showing the actual tiles) along a line of chemical plants. What happened? The sounds of the chemical plants seem to restart when I drag along the line when I left go of the left mouse button on a not normal cycle of the sound. When I ...
- Fri Jul 06, 2018 11:50 am
- Forum: Modding help
- Topic: Inventory filters with types instead of names
- Replies: 1
- Views: 908
Inventory filters with types instead of names
Hi all, I am playing around with making a chest that only accepts "ammo" type, ie "firearm-magazine", "piercing-rounds-magazine" and "uranium-rounds-magazine". I was hoping that we could get a inventory similar to the car and tank inventory to only accept &quo...
- Tue Jul 03, 2018 12:47 pm
- Forum: Mods
- Topic: [0.16] Rewire
- Replies: 1
- Views: 1551
[0.16] Rewire
This is a quick mod written to satisfy the need for regular copper wiring. https://i.imgur.com/U48fjpP.png No more shift-left click and rewire! Mod name: Rewire Version: 0.0.1 Factorio version: 0.16.x Mod Portal: https://mods.factorio.com/mod/rewire Source: https://github.com/martinruefenacht/factor...
- Wed Apr 26, 2017 4:16 pm
- Forum: Not a bug
- Topic: 0.15.2[Twinsen] Disabled Station not sending train along
- Replies: 4
- Views: 2372
Re: 0.15.2 Disabled Station not sending train along
Just FYI, if you deactivate a station with a train waiting it will leave the station even if the leave conditions are not met. This is not true in my test. I have a train waiting at a station for a circuit condition, then deactivate the station and then send the circuit condition, at which point it...