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 ...
Search found 23 matches
- Sun Dec 15, 2024 5:29 am
- Forum: Ideas and Suggestions
- Topic: signal from train to station
- Replies: 0
- Views: 120
- Sun Dec 15, 2024 5:06 am
- Forum: Combinator Creations
- Topic: help me finish this factory => priority combinator
- Replies: 0
- Views: 347
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 ...
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 ...
- Sat Jun 22, 2024 5:42 am
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 124208
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 ...
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 ...
- Tue Feb 27, 2024 5:18 pm
- Forum: Technical Help
- Topic: [1.1.104][switch] pc crossplay issue
- Replies: 0
- Views: 9609
[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 ...
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 ...
- Fri May 14, 2021 5:55 pm
- Forum: Modding help
- Topic: charging_offsets ["solved"]
- Replies: 3
- Views: 1637
Re: charging_offsets
this solved it.DaveMcW wrote: Fri May 14, 2021 5:12 pm If you set charging_station_count, it disables charging_offsets and uses charging_distance instead.
not sure how to mark it as solved,
this drove me crazy, tysm ^^
- Fri May 14, 2021 2:56 pm
- Forum: Modding help
- Topic: charging_offsets ["solved"]
- Replies: 3
- Views: 1637
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 ...
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 ...
- Sat Mar 21, 2020 12:19 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 112830
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 ...
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 ...
- Sun Jul 07, 2019 12:05 pm
- Forum: Questions, reviews and ratings
- Topic: roboport without inventory
- Replies: 1
- Views: 1531
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 ...
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 ...
- Fri Mar 01, 2019 8:18 pm
- Forum: Not a bug
- Topic: [0.17.3]missing upgrade planner items
- Replies: 2
- Views: 1570
Re: [0.17.3]missing upgrade planner items
i see.
thank you for the quick replay.
thank you for the quick replay.
- Fri Mar 01, 2019 1:47 pm
- Forum: Not a bug
- Topic: [0.17.3]missing upgrade planner items
- Replies: 2
- Views: 1570
[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 ...
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 ...
- Wed Mar 21, 2018 1:28 pm
- Forum: Implemented Suggestions
- Topic: pipes update
- Replies: 0
- Views: 864
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 ...
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 ...
- Sun Mar 12, 2017 10:12 pm
- Forum: Ideas and Suggestions
- Topic: power and blueprints workaround
- Replies: 12
- Views: 7255
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 ...
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 ...
- Wed Mar 08, 2017 6:53 pm
- Forum: Ideas and Suggestions
- Topic: power and blueprints workaround
- Replies: 12
- Views: 7255
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
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
- Wed Mar 08, 2017 2:04 pm
- Forum: Ideas and Suggestions
- Topic: power and blueprints workaround
- Replies: 12
- Views: 7255
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 ...
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 ...
- Wed Mar 08, 2017 11:52 am
- Forum: Ideas and Suggestions
- Topic: power and blueprints workaround
- Replies: 12
- Views: 7255
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 ...
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 ...
- Wed Mar 08, 2017 11:31 am
- Forum: Ideas and Suggestions
- Topic: power and blueprints workaround
- Replies: 12
- Views: 7255
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 ...
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 ...
- Thu Feb 02, 2017 1:35 pm
- Forum: Maps and Scenarios
- Topic: Multiplayer Individual Starting Spawns Scenario (0.17 Update)
- Replies: 31
- Views: 32994
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
but is there a place where you can disable beacons
i think i have this checked as on. without my intention
- Wed Nov 02, 2016 10:35 am
- Forum: Show your Creations
- Topic: boeljoet`s modulair base
- Replies: 3
- Views: 5081
- Wed Nov 02, 2016 10:35 am
- Forum: Show your Creations
- Topic: boeljoet`s modulair base
- Replies: 3
- Views: 5081
- Wed Nov 02, 2016 10:31 am
- Forum: Show your Creations
- Topic: boeljoet`s modulair base
- Replies: 3
- Views: 5081
boeljoet`s modulair base
Srry for the spelling. Just look at the ocd-free pictures if you need a brake
I was working on my railway setup and usualy i go for a traintracklengt for a 1-3-1 train (20 rail way segment)
and i make the folowing bluerpints (note: i do not take credit for the rail blueprints, as they have been ...
I was working on my railway setup and usualy i go for a traintracklengt for a 1-3-1 train (20 rail way segment)
and i make the folowing bluerpints (note: i do not take credit for the rail blueprints, as they have been ...