Search found 9 matches
- Mon Jul 13, 2020 7:03 am
- Forum: Logistic Train Network
- Topic: Trains trying to pick up items from REQUEST station
- Replies: 9
- Views: 4305
Re: [1.13.9] Trains trying to pick up items on REQUEST station.
Looks for me so, that you forget a filter to protect request items get positive. It can get positive because your trains may be overfilled. Can you elaborate on that? How do i put this "filter" you speak of. My trains always come fully loaded with 12 wagons, depends on content its either ...
- Fri Jul 10, 2020 12:27 am
- Forum: Logistic Train Network
- Topic: Trains trying to pick up items from REQUEST station
- Replies: 9
- Views: 4305
Trains trying to pick up items from REQUEST station
I have a market station that REQUESTS multiple items, once in a while a train comes by to load something FROM it, station does not have any PROVIDE setups. Train gets stuck forever cos he cant load anything, wont move until manually told to. What causing this behavior?
- Mon Jul 09, 2018 9:40 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Large Chests
- Replies: 73
- Views: 47031
Re: [MOD 0.16.x] Large Chests
Can you add the logistic storage chests function to filter items to big ones?
- Fri Feb 03, 2017 3:38 am
- Forum: Modding discussion
- Topic: Logistics network overview
- Replies: 3
- Views: 1615
Re: Logistics network overview
The base UI can't be modified at all. This mod might scratch what you're looking for though: https://mods.factorio.com/mods/anoutsider/advanced-logistics-system Yeah I'm using that, also this: https://mods.factorio.com/mods/blue112/LogisticNetworkContent But not very useful out of the way it works....
- Thu Feb 02, 2017 2:42 am
- Forum: Modding discussion
- Topic: Logistics network overview
- Replies: 3
- Views: 1615
Logistics network overview
So, I realise they making some improvements to the UI in 0.15. But, how far away that is no one knows. My question - is possible to get rid of all unwanted information on logistic chest when you hover on it? I am talking about the icon, name, health etc. All if possible, just leaving the storage ico...
- Tue Jan 31, 2017 9:24 am
- Forum: Mod portal Discussion
- Topic: Mod Edit and Tests Q
- Replies: 3
- Views: 2108
Re: Mod Edit and Tests Q
If you're only changing runtime scripts (ie control.lua) then you don't need to restart Factorio, only the map. If you change data scripts though, you need to restart the game completely. Restarting the game is recommended to make sure you catch any bugs that may appear on startup, which can save y...
- Tue Jan 31, 2017 1:11 am
- Forum: Mod portal Discussion
- Topic: Mod Edit and Tests Q
- Replies: 3
- Views: 2108
Mod Edit and Tests Q
Just to the point:
When you edit/test mods, is it necessary to restart the game every time.
No other quicker way?
Edit: It seems if you unpack the mod and make it work out of a folder, just loading the save file works, no need to restart whole game anymore.
When you edit/test mods, is it necessary to restart the game every time.
No other quicker way?
Edit: It seems if you unpack the mod and make it work out of a folder, just loading the save file works, no need to restart whole game anymore.
- Sun Feb 07, 2016 11:05 pm
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 161664
Re: Bugs and problems
If 2 trains pass each other with accumulators and one of them have power and the other don't, the one that does not have power will drain the one who does. Makes it useless if you have more than one towards same destination.
5dim_core_2.0.0
5dim_trains_2.0.1
Factorio 0.12.20 [x64]
5dim_core_2.0.0
5dim_trains_2.0.1
Factorio 0.12.20 [x64]
- Wed Jan 20, 2016 3:06 pm
- Forum: Mods
- Topic: [0.12.21+] Magnet
- Replies: 0
- Views: 2498
[0.12.21+] Magnet
All credits for unofficial patch goes to diptherial, who was kind enough to fix it on Reddit.
Download
Original Mod By Schmendrick
Download
Original Mod By Schmendrick