TL;DR
When a trainstation is connected to a circuit network, let the wildcard signal parameter be replaced by the first circuit input, thereby changing the actual station name.
What?
Factorio circuit name.png
If we send in both 'iron-plate', and 'copper-plate', then only the first input will ...
Search found 11 matches
- Fri Dec 20, 2024 1:20 pm
- Forum: Ideas and Suggestions
- Topic: Dynamically change trainstop names richtext icons with circuit signals
- Replies: 16
- Views: 1697
- Tue Nov 05, 2024 2:54 pm
- Forum: Ideas and Suggestions
- Topic: Make blueprints building on water an option
- Replies: 1
- Views: 441
Make blueprints building on water an option
I would propose to have an option to move the feature "blueprints building on water", into force build (shift+ctrl) instead of the default shift.
In my game, there are some small lakes and trees, and I would like to keep them, except where I dont want to.
So when I want to place a blueprint with ...
In my game, there are some small lakes and trees, and I would like to keep them, except where I dont want to.
So when I want to place a blueprint with ...
- Fri Aug 09, 2024 12:50 pm
- Forum: Outdated/Not implemented
- Topic: Charge bots using tesla
- Replies: 3
- Views: 928
Re: Charge bots using tesla
I don't think this is making bots more powerful, it's just removing an annoyance... Because at the stage where you have bots moving over long distances, you already have at least one full stack of roboports in your inventory. So all I really have to do is plant some poles and plop down ten roboports ...
- Sat Aug 03, 2024 1:30 pm
- Forum: Outdated/Not implemented
- Topic: Charge bots using tesla
- Replies: 3
- Views: 928
Charge bots using tesla
TL;DR
The new tesla-towers/tesla-gun could be used to recharge robots instead of damage them.
So this was an idea after reading Friday Facts #422.
One shot of a tesla-tower could maybe charge 10% of the first robot it hits, then 9% to the next robot in the chain down to only 1%, this matches that ...
The new tesla-towers/tesla-gun could be used to recharge robots instead of damage them.
So this was an idea after reading Friday Facts #422.
One shot of a tesla-tower could maybe charge 10% of the first robot it hits, then 9% to the next robot in the chain down to only 1%, this matches that ...
- Fri Aug 02, 2024 12:23 pm
- Forum: News
- Topic: Friday Facts #422 - Tesla Turret
- Replies: 112
- Views: 30327
Re: Friday Facts #422 - Tesla Turret
Seeing this gave me an idea... could this tesla-turret be used as a wireless drone-recharger?
Same goes for the portable one... Whenever a robot is out of battery it crawls to a halt, so having a mid-way point with a stationary turret, or just shooting the robots with the portable tesla-gun should ...
Same goes for the portable one... Whenever a robot is out of battery it crawls to a halt, so having a mid-way point with a stationary turret, or just shooting the robots with the portable tesla-gun should ...
- Sat Mar 09, 2019 9:56 pm
- Forum: Ideas and Suggestions
- Topic: Changes to rich-text-input
- Replies: 4
- Views: 2004
Changes to rich-text-input
So I was playing around with the rich text this weekend and I thought of a couple of improvements it could use.
Keep in mind that if you just type in some text, it will have the default color White if station in enabled, and Red if the station is disabled.
But if you override color with for ...
Keep in mind that if you just type in some text, it will have the default color White if station in enabled, and Red if the station is disabled.
But if you override color with for ...
- Tue May 16, 2017 9:04 pm
- Forum: Ideas and Suggestions
- Topic: 2 awesome changes to roboports
- Replies: 8
- Views: 3860
2 awesome changes to roboports
I wish there was a way to reduce the area of a roboports supplyarea/ constructionarea/ logistics network.
Because I would like to make smaller, isolated production areas where I don't want my robots to fly everywhere.
Also, I would like to create a different logisics network, even if ports are ...
Because I would like to make smaller, isolated production areas where I don't want my robots to fly everywhere.
Also, I would like to create a different logisics network, even if ports are ...
- Mon May 08, 2017 9:43 am
- Forum: Duplicates
- Topic: Incorrect number of "Products created"
- Replies: 1
- Views: 862
Incorrect number of "Products created"
So I noticed that when I create a Chemical Plant to produce Plastic, it will only count one product per "cycle", even if two bars of plastic is created. Same will Copper cable, factory will only count 1 per cycle. Even if 2 copper cables are created.
Bug or intended behaviour?
Bug or intended behaviour?
- Thu Jul 28, 2016 9:20 pm
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Monitor min flow of resources on belts or in pipes
- Replies: 0
- Views: 738
[IDEA] Monitor min flow of resources on belts or in pipes
Ok, not sure how this is possible, but some of you modders might know how
Imagine a few scenarios:
Scenario #1: The flow of coal into the main steam engines stopped while you were building outpost #8, a solid 3 minute drive from the main base, resulting in a burntdown base.
Scenario #2: One or ...
Imagine a few scenarios:
Scenario #1: The flow of coal into the main steam engines stopped while you were building outpost #8, a solid 3 minute drive from the main base, resulting in a burntdown base.
Scenario #2: One or ...
- Thu Mar 12, 2015 7:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.17] Plastic icon is wrong in technology-window
- Replies: 0
- Views: 2552
[0.11.17] Plastic icon is wrong in technology-window
If you open the technology-window the icon for plastics is still the really old one 
Just noticed and thought I would mention it.

Just noticed and thought I would mention it.
- Fri Aug 29, 2014 9:56 am
- Forum: Implemented Suggestions
- Topic: Showing up/see/visualize modules in assemblies...
- Replies: 11
- Views: 8877
Visualize modules on buildings
Joined -- ssilk
Maybe this has been asked about before, but I would really like to easily see what modules I have installed in my buildings. Like a miner with two blue dots on it just to know that I don't have to optimize it further.
Should be visible together with the entity info toggle.
Maybe this has been asked about before, but I would really like to easily see what modules I have installed in my buildings. Like a miner with two blue dots on it just to know that I don't have to optimize it further.
Should be visible together with the entity info toggle.