Search found 19 matches
- Wed Nov 06, 2024 9:43 am
- Forum: Duplicates
- Topic: [2.0.14] Joining belt's items get added in front of a full straight belt
- Replies: 2
- Views: 269
Re: [2.0.14] Joining belt's items get added in front of a full straight belt
Ah, got it. 62553 I can understand with different belt speeds, but 72701 is identical to mine. Oh well, not a big issue, and if it's known and de-prioritized then all is good. It was just weird how it *only* does that on one specific tile. Feels like maybe that tile is somehow special... edge of chu...
- Wed Nov 06, 2024 8:29 am
- Forum: Duplicates
- Topic: [2.0.14] Joining belt's items get added in front of a full straight belt
- Replies: 2
- Views: 269
[2.0.14] Joining belt's items get added in front of a full straight belt
11-06-2024, 10-10-20.png What did you do? I placed a yellow belt, pointing it into another yellow belt, as shown in screenshot above. What happened? The items from the belt marked in blue get in front of the items on the red belt, despite the red belt being full. What did you expect to happen inste...
- Thu Oct 24, 2024 9:20 pm
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 71
- Views: 70140
Re: Space Platform 101 Discussion
regarding things not figured out: #1 - you can open the inventory of the platform and while you cant select the items there directly - you can just press q (pipette) to effectively grab that item into your hand and place it around. #2 for some god forsaken reason you *must* have a full stack of the ...
- Tue Jan 03, 2017 11:00 pm
- Forum: Technical Help
- Topic: Headless std::bad_alloc error
- Replies: 2
- Views: 1494
Re: Headless std::bad_alloc error
Now from what I understand it failed to allocate memory. Most likely for the map save before sending it to me when i tried to connect. What i don't understand is why. It depends. How much memory does your server have? Does it happen only if you disconnect for long time? Is "pause server when n...
- Tue Jan 03, 2017 11:51 am
- Forum: Technical Help
- Topic: Headless std::bad_alloc error
- Replies: 2
- Views: 1494
Headless std::bad_alloc error
I have 2 factorio servers running and everything is perfectly fine normally, but after i disconnect for a long time and try to connect back in - the server stops working with the following: (this happens consistently on both servers and has happened before when i had only one) 2017-01-02 21:02:50 [C...
- Sun Oct 23, 2016 5:18 pm
- Forum: Gameplay Help
- Topic: Dividing a number into digits. (Modulus 10 circuit)
- Replies: 6
- Views: 3596
Re: Dividing a number into digits. (Modulus 10 circuit)
I am not sure about the limit. I think I remember that the highest number had a 2 at highest value digit. If you do some searching for timer stuff I am sure you can somewhere find the correct value (or you just make a circuit that increases until the next increase is smaller than the current value ...
- Sun Oct 23, 2016 1:21 pm
- Forum: Gameplay Help
- Topic: Dividing a number into digits. (Modulus 10 circuit)
- Replies: 6
- Views: 3596
Re: Dividing a number into digits. (Modulus 10 circuit)
First of all your description seems to be faulty since you say that in your first colum you do "*", while your pictures show "/". If I understand you correctly you want to make a fix sized circuit that gives all the digits seperatly. Whenever you reach a new number of digits you...
- Sun Oct 23, 2016 7:01 am
- Forum: Gameplay Help
- Topic: Dividing a number into digits. (Modulus 10 circuit)
- Replies: 6
- Views: 3596
Re: Dividing a number into digits. (Modulus 10 circuit)
There is a way, but it involves black magic. Install a Blueprint String mod and copy the blueprint, but don't try to understand how it works. https://forums.factorio.com/viewtopic.php?p=150806#p150806 Well. I dont do black magic. Kinda sad to see people on factorio forums telling to not try to unde...
- Sun Oct 23, 2016 3:46 am
- Forum: Mods
- Topic: [mod 0.12.20] Transformer
- Replies: 11
- Views: 13178
Re: [mod 0.12.20] Transformer
hello, i downloaded this off the mod portal (v0.0.4) thinking, oh cool, this looks like a neat thing, but looking at how it seems to be working in game the transformer is drinking a continuous amount of power :? example right now i am using the small version that has 1mw draw, this draw is continuo...
- Sun Oct 23, 2016 3:40 am
- Forum: Gameplay Help
- Topic: Dividing a number into digits. (Modulus 10 circuit)
- Replies: 6
- Views: 3596
Dividing a number into digits. (Modulus 10 circuit)
Hi, I've been trying to make a circuit that would get each digit of a base 10 number and I'm running into the problem that I can't seem to make a loop to do it. Each extra digit on the original number adds 4 more arithmetic combinators to my circuit. This is very inconvenient given that the numbers ...
- Fri Sep 30, 2016 12:49 pm
- Forum: Modding interface requests
- Topic: extend 'terciary' energy priority into input and output
- Replies: 0
- Views: 766
extend 'terciary' energy priority into input and output
I'd like to be able to set an entity in the transformer mod (https://mods.factorio.com/mods/Penguin/transformer) to have the smallest priority - that is to only use power when all other power needs are satisfied. The problem with this is that I need an input-only connection, but as terciary is both ...
- Fri Sep 30, 2016 11:32 am
- Forum: Mods
- Topic: [MOD 0.12.33+] Capacitors and Batteries (Accumulator mod)
- Replies: 11
- Views: 7118
Re: [MOD 0.12.33+] Capacitors and Batteries (Accumulator mod)
https://mods.factorio.com/mods/Penguin/transformer
Here's a way to force accumulators charge other accumulators. The transformer 'forces' electricity in one direction. Hook it all up with correct wiring and you should be good.
Here's a way to force accumulators charge other accumulators. The transformer 'forces' electricity in one direction. Hook it all up with correct wiring and you should be good.
- Fri Sep 30, 2016 11:02 am
- Forum: Modding help
- Topic: Separating electric entities in the power graphs
- Replies: 0
- Views: 812
Separating electric entities in the power graphs
Is there any way to allow the user to give a secondary name to an entity, allowing the player to i.e. name 10 accumulators "Accumulator 1" and they would be seen in one group on the electricity graphs and then another 10 accumulators be called "Accumulator 2", which would be in t...
- Sun Sep 25, 2016 11:49 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 50450
Re: [MOD 0.12.x] Transformator
For anyone who wants this to work with 0.14, here is the download - https://mods.factorio.com/mods/Penguin/transformer . I was a bit sad when I realized this is not exactly the mod I was looking for, as this has only one transformer so I found the other Transformer mod on the forums (https://forums....
- Sun Sep 25, 2016 11:45 pm
- Forum: Mods
- Topic: [mod 0.12.20] Transformer
- Replies: 11
- Views: 13178
Re: [mod 0.12.20] Transformer
For anyone who wants this to work with 0.14, here is the download. I renamed it to 0.0.2, although the only thing changed is one line removed and one line added in the original files of the mod, just for compatibility with 0.14.
- Sun Sep 25, 2016 10:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 50450
Re: [MOD 0.12.x] Transformator
Any chance this will get an update for 0.14? So far this has been the only mod I've found that would allow me to have a power plant seem as a 'black box' for the network. It also seems to be the only mod that allows me to force accumulators to charge other accumulators, which is an incredibly usefu...
- Mon Sep 19, 2016 12:22 am
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 50450
Re: [MOD 0.12.x] Transformator
Any chance this will get an update for 0.14? So far this has been the only mod I've found that would allow me to have a power plant seem as a 'black box' for the network. It also seems to be the only mod that allows me to force accumulators to charge other accumulators, which is an incredibly useful...
- Mon Mar 21, 2016 8:02 pm
- Forum: Gameplay Help
- Topic: Red/Green circuit network comparisons
- Replies: 2
- Views: 2312
Re: Red/Green circuit network comparisons
Genius. How did I not think of this - thanks a lot!Choumiko wrote:You can multiply each signal of one color by -1 before connecting them, then you can decide what to output depending on whether the result is negative, 0 or positive.
- Mon Mar 21, 2016 7:46 am
- Forum: Gameplay Help
- Topic: Red/Green circuit network comparisons
- Replies: 2
- Views: 2312
Red/Green circuit network comparisons
So i've gotten into circuits just now and within 15minutes of playing around I ran into a problem - there doesn't seem to be a good way of comparing values from red and green circuits. So lets imagine this situation: Red circuit content: 10 gears 10 iron plates 10 copper plates Green circuit content...