Search found 8 matches
- Thu Nov 04, 2021 12:44 am
- Forum: Outdated/Not implemented
- Topic: Idea: Inserter take from factory input items
- Replies: 4
- Views: 1464
Idea: Inserter take from factory input items
TL;DR Please add the ability for the inserter to take incoming items from the entity (factory / furnance / boiler ...) What ? - If inserter (no filter) output place item to box or belt, inserter take only output product from entity (this is how it works now). - If filter inserter output place item ...
- Sat Jun 02, 2018 9:57 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 65167
Re: [MOD 0.16.x] Alien walls [0.7.0]
Please Update Code in control.lua: script.on_event(defines.events.on_research_finished, function(event) local research = event.research.name if string.find(research, "alien%-hybrid%-upgrade") then for _, player in pairs(game.players) do update_current_tier(player.force) end -- I'm still no...
- Tue Mar 07, 2017 1:16 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 67258
Re: Friday Facts #180 - Map interaction
Thanks for Your work!
Idea for "The electric network visualisation": use color for electric line low/hight distance pole.
This will distinguish the main supply line from the local ones.
Idea for "The electric network visualisation": use color for electric line low/hight distance pole.
This will distinguish the main supply line from the local ones.
- Tue Jul 19, 2016 9:35 am
- Forum: Gameplay Help
- Topic: [Solved] How I get 7 Item in a chest?
- Replies: 16
- Views: 6181
Re: How I get 7 Item in a chest?
Work solution. I use Constant combinator for set count items. If you use the settings in the Transport belt and Inserters, you can not use logic. The buffer (Transport Belt [4]) must contain ALL the items that need to be put in a chest. More items = more long line. Config: A = count any items in tra...
- Tue Jul 19, 2016 9:10 am
- Forum: Gameplay Help
- Topic: Double Pulse counter (Bug?)
- Replies: 1
- Views: 899
Double Pulse counter (Bug?)
Classic transport belt Pulse sensor and memory counter:
if next entity transport belt - work Ok
if next entity inserter - counter create double value
if next entity transport belt - work Ok
if next entity inserter - counter create double value
- Tue Jul 12, 2016 9:31 am
- Forum: Resolved Problems and Bugs
- Topic: BluprintString AND Programables Inserters
- Replies: 1
- Views: 851
BluprintString AND Programables Inserters
When creating a Blueprint with programmable Inserter everything works well. But when I gave BlueprintString exports and imports using back mode Foreman or BlueprintString instead of my Inserter creates a base. Can correct mod`s, but I can not find the cause. Inserters mods: "Cursed-PI_0.2.3&quo...
- Sun Jul 10, 2016 8:41 pm
- Forum: Modding help
- Topic: Help (Access to blueprint-book)
- Replies: 2
- Views: 985
Re: Help (Access to blueprint-book)
Working! Thank you for your prompt response.
- Sun Jul 10, 2016 8:32 pm
- Forum: Modding help
- Topic: Help (Access to blueprint-book)
- Replies: 2
- Views: 985
Help (Access to blueprint-book)
Primitive code without further checks. -- blueprint-book. Item 1,2 and 8 real blueprint local cursor_stack = player.cursor_stack -- Active Item in Book. Get blueprint: "item_active[1]" local item_active = cursor_stack.get_inventory(defines.inventory.item_active) -- Stored Items in Book. Ge...