So I'd like to have a station that I can send a train and have it filled with a "new base" loadout. 100 miners, 300 transport belts, 200 power poles, etc. etc.
Is there any way to ensure that only those specific items are placed in the cargo wagon?
Thanks
Search found 13 matches
- Thu Sep 29, 2016 7:02 pm
- Forum: Gameplay Help
- Topic: Any way to ensure a train has specific cargo?
- Replies: 1
- Views: 1213
- Fri Apr 15, 2016 10:05 pm
- Forum: Mods
- Topic: [MOD 0.13.0] Satellite Radar
- Replies: 62
- Views: 41513
Re: [MOD 0.12.x] Satellite Radar
What about just starting it at level 3?
Something like this?
http://www.wolframalpha.com/input/?i=Ta ... 0,17%7D%5D
Something like this?
http://www.wolframalpha.com/input/?i=Ta ... 0,17%7D%5D
- Mon Jul 28, 2014 4:36 am
- Forum: General discussion
- Topic: Why are the Factorio forums on a different domain?
- Replies: 3
- Views: 2309
Re: Why are the Factorio forums on a different domain?
One common reason not to put things under the main domain is to avoid cross-site scripting attacks (XSS)
If an XSS vulnerability were found in the forum software under the factorio.com domain, your login to the main site and your purchases could be compromised easier than it can be if the two ...
If an XSS vulnerability were found in the forum software under the factorio.com domain, your login to the main site and your purchases could be compromised easier than it can be if the two ...
- Sun Jul 27, 2014 7:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [10.0.4] Crash on leaving logistic area
- Replies: 37
- Views: 15709
Re: [10.0.4] Crash on leaving logistic area
Another positive report here.
Also, I can make it crash with a "Bad Allocation" error by trying to place a new roboport outside my current logistics area.
Also, I can make it crash with a "Bad Allocation" error by trying to place a new roboport outside my current logistics area.
- Sun Jul 13, 2014 7:45 am
- Forum: Implemented Suggestions
- Topic: Blueprints storing module configuration
- Replies: 7
- Views: 9342
Blueprints storing module configuration
Love blueprints, especially when reconfiguring a large factory.
But I hate having to run through all the assemblers and smelters and re-plug all my modules into them. Having the blueprint store the modules in a copied config would be heavenly.
But I hate having to run through all the assemblers and smelters and re-plug all my modules into them. Having the blueprint store the modules in a copied config would be heavenly.
- Thu Jun 12, 2014 11:19 pm
- Forum: Minor issues
- Topic: [0.9.8] Save folder cannot be behind a junction point
- Replies: 11
- Views: 18328
Re: [0.9.8] Save folder cannot be behind a junction point
I can confirm that you need a symlink. I tried it both says before writing this up: https://forums.factorio.com/wiki/inde ... _directory
- Wed Jun 11, 2014 7:50 am
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 74525
Re: Version 0.10.0
In general, simple palette changes aren't good design-wise. There should be a way to differentiate stuff for color-blind folks.
- Tue Jun 10, 2014 3:43 am
- Forum: Maps and Scenarios
- Topic: help with map editor controls
- Replies: 4
- Views: 11555
Re: help with map editor controls
I posted this in another reply, but it seems applicable here as well:
Do you still have something selected for placement?
Like if I place a chest, then try to right-click it doesn't work, but if I "drop" the chest (with "Q") I can right-click and it opens a contents window.
Do you still have something selected for placement?
Like if I place a chest, then try to right-click it doesn't work, but if I "drop" the chest (with "Q") I can right-click and it opens a contents window.
- Mon Jun 09, 2014 4:45 pm
- Forum: General discussion
- Topic: Challenge or not. You decide.
- Replies: 8
- Views: 4189
Re: Challenge or not. You decide.
Hrm. Do you still have something selected for placement?
Like if I place a chest, then try to right-click it doesn't work, but if I "drop" the chest (with "Q") I can right-click and it opens a contents window.
Like if I place a chest, then try to right-click it doesn't work, but if I "drop" the chest (with "Q") I can right-click and it opens a contents window.
- Mon Jun 09, 2014 6:25 am
- Forum: General discussion
- Topic: Challenge or not. You decide.
- Replies: 8
- Views: 4189
Re: Challenge or not. You decide.
In the map editor you can place the character's starting position by placing the character entity.
Once you've done that you can right-click them and put stuff into their equipment or inventory slots.
Once you've done that you can right-click them and put stuff into their equipment or inventory slots.
- Mon Jun 09, 2014 12:01 am
- Forum: Releases
- Topic: Version 0.10.0
- Replies: 85
- Views: 74525
Re: Version 0.10.0
Just a heads up:
If you enable the Trailer Mod, it will change the crafting requirements on new games you create.
All of a sudden my Tier 2 science didn't require an Inserter and my Tier 3 Science requires rockets instead of Batteries.
That was surprising.
If you enable the Trailer Mod, it will change the crafting requirements on new games you create.
All of a sudden my Tier 2 science didn't require an Inserter and my Tier 3 Science requires rockets instead of Batteries.
That was surprising.
- Fri Jun 06, 2014 9:17 pm
- Forum: News
- Topic: Friday Facts #37
- Replies: 80
- Views: 54108
Re: Friday Facts #37
Yay! new version.
When "playing" the trailer mod, I get an error at the point when the train enters the frame about unable to serialize Lua
When "playing" the trailer mod, I get an error at the point when the train enters the frame about unable to serialize Lua
- Fri Jun 06, 2014 4:17 am
- Forum: Mods
- Topic: [0.11.*+] Alien Science
- Replies: 29
- Views: 44029
Re: [0.9.*+] Alien Science
Hi there!
Just wanted to say thanks for this mod, I really dig it.
I've also got a suggestion for you for the next version:
New technology: alien-artifact
prerequisite: alien-science
requires: 200 each of science packs 1-4 time 20
Unlocks recipe alien-artifact
New Recipe: Alien-artifact
energy ...
Just wanted to say thanks for this mod, I really dig it.
I've also got a suggestion for you for the next version:
New technology: alien-artifact
prerequisite: alien-science
requires: 200 each of science packs 1-4 time 20
Unlocks recipe alien-artifact
New Recipe: Alien-artifact
energy ...