Search found 26 matches

by boeljoet
Sat Aug 16, 2025 6:36 am
Forum: Show your Creations
Topic: Bot based make everything with fluid
Replies: 4
Views: 578

Re: Bot based make everything with fluid

inefficient wrote: Fri Aug 08, 2025 2:23 pm How do you assemble the entire thing? Would be good to have some type of instruction..
place down the blueprint
connect the red wire to some type of creation that tells it what to make
by boeljoet
Sat Aug 16, 2025 5:31 am
Forum: Show your Creations
Topic: Bot based make everything with fluid
Replies: 4
Views: 578

Re: Bot based make everything with fluid



from 1 factory in the chain i read the recepy and if it contains a fluid then unload that specific barrel.
however if there is a diferent fluid in the pipes then barrel that fluid first


I'm kind of curious—how does this work when the amount doesn't evenly fit in barrels? Does starting to ...
by boeljoet
Thu Aug 07, 2025 7:25 am
Forum: Show your Creations
Topic: Bot based make everything with fluid
Replies: 4
Views: 578

Bot based make everything with fluid

so turns out barrels are the way for a make everything factory.
afbeelding.png
Basically I use these slots, 16 by 32
afbeelding.png
this is the basic factory.

how does it work?
so i only use 1 wire. wich goes to a main calculator
what i want - what i have = what i need to make (this is over ...
by boeljoet
Sun Dec 15, 2024 5:29 am
Forum: Ideas and Suggestions
Topic: signal from train to station
Replies: 0
Views: 186

signal from train to station

i couldnt find any previous post suggesting this.

but i am not great at searching for these things .

among the wait conditions an option "send signal to station"
this way we can make certain logic ourself for example:

system where you can see where the locomotives are
system where you can see ...
by boeljoet
Sun Dec 15, 2024 5:06 am
Forum: Combinator Creations
Topic: help me finish this factory => priority combinator
Replies: 0
Views: 489

help me finish this factory => priority combinator

hey all

based on the work of https://www.reddit.com/r/factorio/comments/1gbn7t1/made_my_automall_with_the_new_circuit_features_in/
i made a bot based variant of an make everything factory

afbeelding.png

on the top you can see the master logic (wich is the same as with ironic robotics mall.
in ...
by boeljoet
Sat Jun 22, 2024 5:42 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 146200

Re: Friday Facts #416 - Fluids 2.0

Valves!!!!

when i compare fluids and belts there is 1 major diference.

in one of the Friday fact there was a mention of certain rules.
one of the rules was that there had to be an inserter between every belt and assembler.

my suggestion is to do the same for fluids with a valves (new item in game ...
by boeljoet
Tue Feb 27, 2024 5:18 pm
Forum: Technical Help
Topic: [1.1.104][switch] pc crossplay issue
Replies: 0
Views: 9840

[1.1.104][switch] pc crossplay issue

i have factorio for both pc and switch.

i tought it would be fun to play with some people together.
i linked both my pc and my switch to the same factorio acount.

every time i try to join the same game it says "user with name already in game" (sorry for bad translation)
alr easy fix, i just sign ...
by boeljoet
Fri May 14, 2021 5:55 pm
Forum: Modding help
Topic: charging_offsets ["solved"]
Replies: 3
Views: 1801

Re: charging_offsets

DaveMcW wrote: Fri May 14, 2021 5:12 pm If you set charging_station_count, it disables charging_offsets and uses charging_distance instead.
this solved it.
not sure how to mark it as solved,
this drove me crazy, tysm ^^
by boeljoet
Fri May 14, 2021 2:56 pm
Forum: Modding help
Topic: charging_offsets ["solved"]
Replies: 3
Views: 1801

charging_offsets ["solved"]

as my first mod, I thought about doing something easy.
copy a roboport, disable the inventory and double the number of recharge stations.

I got everything working except the charging_offsets.
for some reason, they all just charge at the center.

this is the code I use:


local oldTechnology ...
by boeljoet
Sat Mar 21, 2020 12:19 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 122143

Re: Friday Facts #339 - Beacon HR + Redesign process

I always feels like the beacon needs consist of 2 parts.
1 you got the cabin base were you put the modules, 2 you got the transmitting area.
the cabin can be quite square as it is the service area with all the hardware. something like a server cabin maybe with a glas panel infront.
the antenna i ...
by boeljoet
Sun Jul 07, 2019 12:05 pm
Forum: Questions, reviews and ratings
Topic: roboport without inventory
Replies: 1
Views: 1651

roboport without inventory

short: looking for a mod that adds a roboport but removes the inventory.

long:
i am looking for a mod that adds roboports without invntory.
i hate it when:
you request an item and a bot spawns all across the base
that you cant find where your bots are
you pick up a roboport with 700 repairpacks ...
by boeljoet
Fri Mar 01, 2019 8:18 pm
Forum: Not a bug
Topic: [0.17.3]missing upgrade planner items
Replies: 2
Views: 1708

Re: [0.17.3]missing upgrade planner items

i see.

thank you for the quick replay.
by boeljoet
Fri Mar 01, 2019 1:47 pm
Forum: Not a bug
Topic: [0.17.3]missing upgrade planner items
Replies: 2
Views: 1708

[0.17.3]missing upgrade planner items

not sure if these are bugs or requests but i felt like they were missing from the game.

its about the upgrade planner mostly combined with the blueprintbook.

1: upgrade to non (aka remove)
when upgrading a blueprint book remove set item

2:floors (example : stone brick-> concrete)

3:gun turrets ...
by boeljoet
Wed Mar 21, 2018 1:28 pm
Forum: Implemented Suggestions
Topic: pipes update
Replies: 0
Views: 936

pipes update

in the last couple of updates we have seen a lot of love going towards rails and belts. and i feel like pipes have been hold back.

what moast people do is they lay down a pipe with no fluid in it. making a pipe for diferent kinds of fluid hard to distinguish(<- dificult word to sound smart but ...
by boeljoet
Sun Mar 12, 2017 10:12 pm
Forum: Ideas and Suggestions
Topic: power and blueprints workaround
Replies: 12
Views: 7862

Re: power and blueprints workaround

i think i need help expressing my self.
i am not talking about editing the current way of powerpoles behavour.
You are. Because this:
i am talking about a completely new cable
that you can connect as a regulair power cable
but stores in blueprints like a red or green wire
Requires changing the ...
by boeljoet
Wed Mar 08, 2017 6:53 pm
Forum: Ideas and Suggestions
Topic: power and blueprints workaround
Replies: 12
Views: 7862

Re: power and blueprints workaround

i think i need help expressing my self.
i am not talking about editing the current way of powerpoles behavour.

i am talking about a completely new cable
that you can connect as a regulair power cable
but stores in blueprints like a red or green wire

current cables in game stays the same
by boeljoet
Wed Mar 08, 2017 2:04 pm
Forum: Ideas and Suggestions
Topic: power and blueprints workaround
Replies: 12
Views: 7862

Re: power and blueprints workaround

example time:

welcome to one of my blueprints.
the idea of this blueprint is to make a modulair design with oil that does not block.

http://i.imgur.com/vexI230.png
note only "creative mode" mod is on. alsow based on 5/1/7 ratio refining

this is a freshly layed down blueprint. the idea is to ...
by boeljoet
Wed Mar 08, 2017 11:52 am
Forum: Ideas and Suggestions
Topic: power and blueprints workaround
Replies: 12
Views: 7862

Re: power and blueprints workaround

Try placing your blueprints with poles in it. You'll see them connect to every poles near them ( within range ) as soon they are placed by bots.

i know, i take that into acount when i am building my blueprints. space the poles the right distance so only those who should connect does connect. it ...
by boeljoet
Wed Mar 08, 2017 11:31 am
Forum: Ideas and Suggestions
Topic: power and blueprints workaround
Replies: 12
Views: 7862

power and blueprints workaround

short version
advanced (or manual or......) power cable (like we have now but player made) that will store in a blueprint

long version:
in the current game you can not store electric cables in blueprint. this is unfortunate for those who use electric switches. as every time you place a blueprint ...
by boeljoet
Thu Feb 02, 2017 1:35 pm
Forum: Maps and Scenarios
Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
Replies: 31
Views: 34415

Re: Multiplayer Individual Starting Spawns Scenario

the senario seemt to work for the most part.

but is there a place where you can disable beacons

i think i have this checked as on. without my intention

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