TL;DR
making the train parameterization work like the decider combinator in therms of parameters
What?
when parameters are set to be ingredients of another parameter but the recipe does not actually have enough ingredients to fill all the parameter slots, decider combinators seem to ...
Search found 11 matches
- Tue Jul 15, 2025 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Train Schedule parameterization
- Replies: 0
- Views: 118
- Sun Jul 06, 2025 12:44 am
- Forum: Ideas and Suggestions
- Topic: please allow the player to read the fuel count of burner mining drills
- Replies: 1
- Views: 150
- Sun Jun 01, 2025 12:12 am
- Forum: Implemented mod requests
- Topic: Loaders create full belt stacks
- Replies: 4
- Views: 716
Re: Loaders create full belt stacks
+1
for both the loaders and the assembler implementation
for both the loaders and the assembler implementation
- Fri Apr 11, 2025 7:24 pm
- Forum: Ideas and Suggestions
- Topic: Simple coal liquefaction should use only one fluid input and output, like basic oil processing
- Replies: 5
- Views: 1817
- Sat Mar 22, 2025 3:16 pm
- Forum: Outdated/Not implemented
- Topic: Auto rotation for blueprinted inserters
- Replies: 1
- Views: 400
Auto rotation for blueprinted inserters
Assemblers, chem plants, refineries, etc
all of these are rotated according to what the blueprint says
it would be helpful to have this for inserters too, so we dont have to press :
Q - LMB - Q
for every inserter
all of these are rotated according to what the blueprint says
it would be helpful to have this for inserters too, so we dont have to press :
Q - LMB - Q
for every inserter
- Sat Mar 22, 2025 1:13 pm
- Forum: Ideas and Suggestions
- Topic: power pole autoplacement
- Replies: 0
- Views: 126
power pole autoplacement
when in editor mode theres the option "toggle global electric network"
with it enabled power pole autoplacement doesnt care about covering all machines anymore
i would like that to change, so they behave as if the machines didnt have power
i know i can just disable the global network, but it would ...
with it enabled power pole autoplacement doesnt care about covering all machines anymore
i would like that to change, so they behave as if the machines didnt have power
i know i can just disable the global network, but it would ...
- Sun Dec 29, 2024 11:53 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.28] Guns continue shooting after switching to map mode
- Replies: 1
- Views: 1341
[2.0.28] Guns continue shooting after switching to map mode
while shooting a gun at anything and switching to map mode via tab, the gun continues to shoot indefinetly until leaving map mode
works with all guns in SA (have only tried it with SA)
i would expect them to stop shooting when map mode is open, as there is no more character input to shoot
video ...
works with all guns in SA (have only tried it with SA)
i would expect them to stop shooting when map mode is open, as there is no more character input to shoot
video ...
- Mon Nov 18, 2024 12:23 pm
- Forum: Gameplay Help
- Topic: Biochamber fuel usage
- Replies: 10
- Views: 1445
Re: Biochamber fuel usage
So the problem seems to be furnaces not being labeled correctly among a few other things
- Sun Nov 17, 2024 5:12 pm
- Forum: Gameplay Help
- Topic: Biochamber fuel usage
- Replies: 10
- Views: 1445
Re: Biochamber fuel usage
Its about the principle of higher crafting speeds being more efficient than whats shown as their energy consumption, hence the comparison to the furnaces
Or are the furnaces the problem here?
Should the steel furnace's tooltip show 45kw instead of 90kw ?
Is it a bug ?
Or are the furnaces the problem here?
Should the steel furnace's tooltip show 45kw instead of 90kw ?
Is it a bug ?
- Sun Nov 17, 2024 2:33 pm
- Forum: Gameplay Help
- Topic: Biochamber fuel usage
- Replies: 10
- Views: 1445
Biochamber fuel usage
comparing a steel furnace and a stone furnace, they both have 90kw power usage, but steel is more efficient than stone
why does the same not apply to biochambers
why does the same not apply to biochambers
- Sat Oct 26, 2024 3:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Tobias] [2.0.11] Train built from blueprint has settings reset (MR)
- Replies: 1
- Views: 2412
[Tobias] [2.0.11] Train built from blueprint has settings reset (MR)
When im filling a train blueprint (1-4 in my case) the trains settings reset (schedule, interrupts, etc)
this happens when the train is placed first and then placing the last 3 wagons, leaving 1 wagon away
when the last wagon is placed (1st wagon from trains view) the train resets
10-26-2024, 17 ...
this happens when the train is placed first and then placing the last 3 wagons, leaving 1 wagon away
when the last wagon is placed (1st wagon from trains view) the train resets
10-26-2024, 17 ...