Is there a mod which allows you to place circuit combinators and networks into a warehouse and get signals in and out of this warehouse?
My problem is that I often need some little circuit networks for steering certain factory parts, yet these networks take a lot more space than I would want them ...
Search found 52 matches
- Wed May 30, 2018 11:50 am
- Forum: Ideas and Requests For Mods
- Topic: warehouse for circuits and networks
- Replies: 1
- Views: 1167
- Sat May 26, 2018 6:12 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 130669
Re: [MOD 0.16] Bulk Rail Loaders
@Therax
Found the problem; I installed the mod without reading all thru the descriptions.
I tried to load iron plates, so by description this doesn't work. Thanks for the hint and sorry to bothering you with this.
Found the problem; I installed the mod without reading all thru the descriptions.
I tried to load iron plates, so by description this doesn't work. Thanks for the hint and sorry to bothering you with this.
- Fri May 25, 2018 8:34 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 265
- Views: 130669
Re: [MOD 0.16] Bulk Rail Loaders
Well,
I have some difficulties as well with the loaders. Some of them work, others don't. I tested rebuilding them and manually driving trains, but it doesn't work either. It's really strange, since others work and I don't know the difference between those.
So is the loading point in the center of ...
I have some difficulties as well with the loaders. Some of them work, others don't. I tested rebuilding them and manually driving trains, but it doesn't work either. It's really strange, since others work and I don't know the difference between those.
So is the loading point in the center of ...
- Fri May 11, 2018 7:33 pm
- Forum: Ideas and Requests For Mods
- Topic: blue print vertical scrolling
- Replies: 1
- Views: 1099
blue print vertical scrolling
This would be my idea for a little mod (if this doesn't exist already).
Sometimes it bothers me that, when scrolling with the mouse wheel, the selection scrolls sideways and not vertically. This just doesn't work that well for an ergonomic appilication (yes, it works, but vertically would be the ...
Sometimes it bothers me that, when scrolling with the mouse wheel, the selection scrolls sideways and not vertically. This just doesn't work that well for an ergonomic appilication (yes, it works, but vertically would be the ...
- Fri Mar 30, 2018 2:13 pm
- Forum: Ideas and Requests For Mods
- Topic: combination locomotive + freight car
- Replies: 7
- Views: 3092
Re: combination locomotive + freight car
@steinio,
I thought about the fuel problem as well. I wonder if it is possible to give a loco 2 different properties > we all know that loco and car work perfectly on their own.
The loco and the freight car cover an area of about 2 x 6 tiles each. So I was wondering if it was possible to create a ...
I thought about the fuel problem as well. I wonder if it is possible to give a loco 2 different properties > we all know that loco and car work perfectly on their own.
The loco and the freight car cover an area of about 2 x 6 tiles each. So I was wondering if it was possible to create a ...
- Thu Mar 29, 2018 7:15 pm
- Forum: Ideas and Requests For Mods
- Topic: combination locomotive + freight car
- Replies: 7
- Views: 3092
combination locomotive + freight car
Hi,
would it be possible to combine a locomotive with a freight car?
My I idea and intention is to use this instead of bots (cause it feels like cheating) for the short range and quick transport of few needed items. The problem with trains is that they use alot of space and this would be the ...
would it be possible to combine a locomotive with a freight car?
My I idea and intention is to use this instead of bots (cause it feels like cheating) for the short range and quick transport of few needed items. The problem with trains is that they use alot of space and this would be the ...
- Mon Mar 19, 2018 2:51 pm
- Forum: Texture Packs
- Topic: Solid edge > Blender modelling
- Replies: 2
- Views: 5255
Solid edge > Blender modelling
Hi guys,
I have a short question for all the more advanced modellers.
For a long time I tried to create a texture pack for factorio. I tried blender and ultimatly couldn't get this modelling to work my way. I do however have good experience in Solid Edge (a CAD-software, i am more the engineer guy ...
I have a short question for all the more advanced modellers.
For a long time I tried to create a texture pack for factorio. I tried blender and ultimatly couldn't get this modelling to work my way. I do however have good experience in Solid Edge (a CAD-software, i am more the engineer guy ...
- Tue Mar 13, 2018 4:32 pm
- Forum: Texture Packs
- Topic: getting started in modding
- Replies: 0
- Views: 2079
getting started in modding
Hi,
since I have a lot of ideas for mods I've long been thinking to get into it myself. The problem is, that I tried to get used to blender and it simply doesnt do it for me. Now I have a lot of fun creating 3D Objects in Solid Edge and I would like to know if it would be possible to create such ...
since I have a lot of ideas for mods I've long been thinking to get into it myself. The problem is, that I tried to get used to blender and it simply doesnt do it for me. Now I have a lot of fun creating 3D Objects in Solid Edge and I would like to know if it would be possible to create such ...
- Wed Aug 30, 2017 6:11 pm
- Forum: Ideas and Requests For Mods
- Topic: Borderlands 2 Trains and Tracks
- Replies: 4
- Views: 2635
Re: Borderlands 2 Trains and Tracks
mmh, probably yes; I didnt see that until now, thx.wouldn't this topic be better to be in the texture packs section?
- Tue Aug 29, 2017 7:37 pm
- Forum: Ideas and Requests For Mods
- Topic: Borderlands 2 Trains and Tracks
- Replies: 4
- Views: 2635
Re: Borderlands 2 Trains and Tracks
Considering the wheels; the trains have (almost) none, because they are some sort of maglev trains. The locomotives do have bogies that connect to a single centerline rail (which would be about 1 m wide in real life), but the cars all levitate above the rail. So there is that. I better give some ...
- Mon Aug 21, 2017 5:43 pm
- Forum: Ideas and Requests For Mods
- Topic: Borderlands 2 Trains and Tracks
- Replies: 4
- Views: 2635
Borderlands 2 Trains and Tracks
As a fan of the game Borderlands 2 I'd wonder if someone could make a skin-mod so that train locomotives, cars and tracks would look like those from the game. Since trains here and there are deadly and ludicrously fast in the same way, it would still fit in in a way and would give the game a more ...
- Sat Aug 19, 2017 5:57 pm
- Forum: Ideas and Suggestions
- Topic: power visualisation change
- Replies: 11
- Views: 4595
power visualisation change
There is a problem with way the power production is shown, which bothers me for quite some time now.
When clicking on a power pol, a gui pops up, which would show you the power production and consumption of your factory.
And yet one thing that I really need to know is the total power produced in ...
When clicking on a power pol, a gui pops up, which would show you the power production and consumption of your factory.
And yet one thing that I really need to know is the total power produced in ...
- Tue Aug 08, 2017 2:55 pm
- Forum: Ideas and Suggestions
- Topic: un/load stopped trains at circuit controlled rail signals
- Replies: 4
- Views: 3840
Re: Train unloading at circuit network controlled rail signals
I'd say firstly; it looks kind of stupid, secondly; you need to insert all those stops with the exact number of stations into your timetable, which would make it quite long.
If you had just one destination and an interupt + unloading, the system setup would be a lot easier. I must admit, I've never ...
If you had just one destination and an interupt + unloading, the system setup would be a lot easier. I must admit, I've never ...
- Sat Jul 29, 2017 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Rail car/locomotive scanners
- Replies: 3
- Views: 3525
Rail car/locomotive scanners
TL;DR
This is like a belt scanner; connect a wire to a rail segment and it becomes a scanner which can read the contens of the vehicle above it, be it rail car or locomotive.
What ?
The creation should be as easy as with the belts. Connect a wire to a segment of rail and the segment gets ...
This is like a belt scanner; connect a wire to a rail segment and it becomes a scanner which can read the contens of the vehicle above it, be it rail car or locomotive.
What ?
The creation should be as easy as with the belts. Connect a wire to a segment of rail and the segment gets ...
- Sun Jul 23, 2017 2:01 pm
- Forum: Ideas and Suggestions
- Topic: Stack assembly machines
- Replies: 9
- Views: 4162
Re: Stack assembly machines
I like the idea.
I just wonder how this should be implmented, cause if inserters can grab whole stacks, should assemblers be able to process those stacks as well, or should stacks be converted back into single items inside the assmbler again?
I myself had a suggestion, which would require the ...
I just wonder how this should be implmented, cause if inserters can grab whole stacks, should assemblers be able to process those stacks as well, or should stacks be converted back into single items inside the assmbler again?
I myself had a suggestion, which would require the ...
- Fri Jul 21, 2017 10:07 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator with "Anything" output
- Replies: 32
- Views: 25301
Re: Decider combinator with "Anything" output
+1
I do like this idea as well and I have also wanted it for a long time.
Sometimes I think the decider c should also be able to output a constant (like the selection option of the second decider condition select window). Like this other values could be put out instead of just 1 and the input ...
I do like this idea as well and I have also wanted it for a long time.
Sometimes I think the decider c should also be able to output a constant (like the selection option of the second decider condition select window). Like this other values could be put out instead of just 1 and the input ...
- Thu Jul 13, 2017 3:08 pm
- Forum: Implemented Suggestions
- Topic: 5th Logistics Box (Filtered Yellow-or-Red)
- Replies: 12
- Views: 4997
Re: 5th Logistics Box (Filtered Yellow-or-Red)
@ Yes please, I know what u mean.
The problem is quite annoying. if you set up requester and provider chests just for your personal needs it also creates its own little logisitc-network. while requesting and dumping only occurs from time to time, the 2 chests will get serviced constantly. And that ...
The problem is quite annoying. if you set up requester and provider chests just for your personal needs it also creates its own little logisitc-network. while requesting and dumping only occurs from time to time, the 2 chests will get serviced constantly. And that ...
- Fri Jul 07, 2017 8:09 pm
- Forum: Ideas and Suggestions
- Topic: Chain Saw
- Replies: 1
- Views: 1245
Re: Chain Saw
I kind of agree to this.
Though its possible to assemble hand granades quite early (which 2-shot an area) it feels realy awkward to chopp down forests like that. I wonder if there might be a more plausible solution.
Though its possible to assemble hand granades quite early (which 2-shot an area) it feels realy awkward to chopp down forests like that. I wonder if there might be a more plausible solution.
- Tue Jun 27, 2017 7:32 pm
- Forum: Ideas and Requests For Mods
- Topic: wire color signal for combinators/inserters
- Replies: 0
- Views: 915
wire color signal for combinators/inserters
For a long time I would like to have some extra signals for all the entities that have to do with the circuitnetwork and signals. Since playing around and experimenting with the circuit network is my lategame joy I would like to ask if some one could implement a little mod which could add the ...
- Fri Jun 23, 2017 6:18 pm
- Forum: Not a bug
- Topic: decider combinator bug
- Replies: 3
- Views: 1734
Re: decider combinator bug
Can your report be condensed to: "everything > 1" is true when not having an input signal?
This seems to be the case. This only seems to apply, when the output-option "signal=1 / true" is selected. If you set the decider c output to "output input-signal" the decider c will work as intended ...
This seems to be the case. This only seems to apply, when the output-option "signal=1 / true" is selected. If you set the decider c output to "output input-signal" the decider c will work as intended ...