Search found 13 matches
- Fri Feb 02, 2018 6:51 pm
- Forum: Releases
- Topic: Version 0.16.22
- Replies: 7
- Views: 14837
Re: Version 0.16.22
Yay! My first bug that I was the first to report has been fixed! I feel so special
- Fri Feb 02, 2018 1:31 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [16.21] Ghost-replaced turrets cannot be mined
- Replies: 6
- Views: 5747
[Rseding91] [16.21] Ghost-replaced turrets cannot be mined
Steps to repeat:
Start new freeplay game
Unlock all technologies
Give self laser turrets, gun, ammo.
Place laser turret
Shoot and destroy laser turret
Replace turret over ghost
Right-click on turret - new turret cannot be mined!
Other test methods and results:
Having roboport robots replace turret ...
Start new freeplay game
Unlock all technologies
Give self laser turrets, gun, ammo.
Place laser turret
Shoot and destroy laser turret
Replace turret over ghost
Right-click on turret - new turret cannot be mined!
Other test methods and results:
Having roboport robots replace turret ...
- Sat Jan 06, 2018 6:35 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 427892
Re: Friday Facts #224 - Bots versus belts
I try to avoid overusing logistics bots since they seem kind of cheaty, but I rely on them heavily for 4 key things:
1) supplying my character
2) supplying my tactical/non-automated trains with an assortment of goods (and using a blueprint of a constant combinator to change what's loaded onto the ...
1) supplying my character
2) supplying my tactical/non-automated trains with an assortment of goods (and using a blueprint of a constant combinator to change what's loaded onto the ...
- Sat Jan 06, 2018 5:58 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Higher Volume Conveyor
- Replies: 4
- Views: 5790
Re: Higher Volume Conveyor
I just had the same idea when thinking about the FFF 224 - bots versus belts. I say we revive this.
Using chests to created some kind of bucketed belt takes care of the throughput problems by increasing the items/tile. It could also help UPS problems by grouping items together in a chest-like ...
Using chests to created some kind of bucketed belt takes care of the throughput problems by increasing the items/tile. It could also help UPS problems by grouping items together in a chest-like ...
- Sat Dec 30, 2017 1:37 am
- Forum: Duplicates
- Topic: [0.16.8] Requester chests requiring reset
- Replies: 0
- Views: 748
[0.16.8] Requester chests requiring reset
Looks like existing requester chests aren't working properly until they're 'reset'. Logistics robots don't refill them until an action is taken that resets something about the chest status. Maybe related to the new buffer request flag.
Below are the tests I've done. Assume that a requester chest ...
Below are the tests I've done. Assume that a requester chest ...
- Sat Dec 10, 2016 9:12 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 86778
Re: Friday Facts #168 - Nightvision Nightmare
All for it, but this would require a seperate night vision goggle slot, next to the armor/tool bar. Perhaps the goggles in th top slot, below a button to turn them on/off? Should be possible, right?
Oh absolutely. It would be so much easier if it had its own slot to equip/unequip or toggle on ...
- Sat Dec 10, 2016 6:13 pm
- Forum: News
- Topic: Friday Facts #168 - Nightvision Nightmare
- Replies: 188
- Views: 86778
Re: Friday Facts #168 - Nightvision Nightmare
It might be easier to satisfy all the different wants and make it more fun if the goggles became customizable like the armor. Different lenses, filters, electronics, and components like lamps could be researched, constructed, and swapped in and out. Heat- and night-vision could be stacked with the ...
- Tue Jul 12, 2016 4:13 pm
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 10452
Re: [0.13]Deactivating Train Stop via Network
Awesome! Love it! I did change it for myself though, so that it doesn't require a new entity and works with the normal train station. If they implement equivalent functionality in vanilla, I don't want to have to keep the mod or have to rebuild all my train stations in my saves. Cool that it works ...
- Fri Jul 08, 2016 2:35 pm
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 10452
Re: [0.13]Deactivating Station via Network
I put together a mod that changes the station name depending on circuit network input.
Is your mod available for download? I also started looking at the API to figure out how to add/remove a period or underscore to the end of the name based on circuit condition. I wasn't having much luck finding ...
Is your mod available for download? I also started looking at the API to figure out how to add/remove a period or underscore to the end of the name based on circuit condition. I wasn't having much luck finding ...
- Wed Jul 06, 2016 2:21 pm
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 10452
Re: [0.13]Deactivating Station via Network
If you REALLY-REALLY want to deactivate a station, you could just put a "puppet train" (locomotive and no carts) at your station which leaves only when certain circuit conditions are met (chests full).
Yeah, I've considered doing this. I haven't because 1) like you said, it's not really ...
- Fri Jul 01, 2016 4:38 pm
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 10452
Re: [0.13]Deactivating Station via Network
If you're willing to install a mod (SmartTrains), then there are solutions to this -- albeit slightly more complex than what you have in mind. Check the link in my signature.
I've looked at that, and it is definitely more complicated than what I was putting together! But I'm fine with having ...
I've looked at that, and it is definitely more complicated than what I was putting together! But I'm fine with having ...
- Thu Jun 30, 2016 5:27 am
- Forum: Implemented Suggestions
- Topic: [0.13]Deactivating Train Stop via Network
- Replies: 17
- Views: 10452
[0.13]Deactivating Train Stop via Network
Summary: I want to be able to switch whether a station can be found by trains based on network condition.
As was touched upon here (https://forums.factorio.com/viewtopic.php?p=164194#p164194) and a few other places, I thought we were going to be able to turn off a train station using network ...
As was touched upon here (https://forums.factorio.com/viewtopic.php?p=164194#p164194) and a few other places, I thought we were going to be able to turn off a train station using network ...
- Wed Jun 29, 2016 5:17 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0][posila] Glitched rail tile cannot be removed
- Replies: 22
- Views: 11534
Re: [0.13.0][posila] Glitched rail tile cannot be removed
Definitely can confirm this one. I have multiple .12 saves I could upload if it would help, but looks like someone else already loaded theirs.
In every one of my saves it's the same thing: a piece of indestructible track right behind my single engine train (with no cargo wagons), wherever it was ...
In every one of my saves it's the same thing: a piece of indestructible track right behind my single engine train (with no cargo wagons), wherever it was ...