Hi, i am having problems with the passing of parameters when using fluids stacksize in parameterising blueprints.
Background:
When using the p0_s parameter for normal items it works fine. But if you use fluids like water or oil it will interrupt the parameterising and output the default value set ...
Search found 10 matches
- Fri Jan 31, 2025 2:30 pm
- Forum: Gameplay Help
- Topic: Blueprint parametrisation Stack Fluid Issue
- Replies: 0
- Views: 91
- Sat Mar 21, 2020 12:27 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 107114
Re: Friday Facts #339 - Beacon HR + Redesign process
I like the new concept. But I think the principle of the "sending plates" on the mast is actually better. The basic question, how does the beacon send its power to the neighbouring buildings?
The basic idea of a tesla coil or generally what Nikola Tesla had in mind. Pure energy transmitted through ...
The basic idea of a tesla coil or generally what Nikola Tesla had in mind. Pure energy transmitted through ...
- Wed Feb 19, 2020 12:42 am
- Forum: Releases
- Topic: Version 0.18.7
- Replies: 39
- Views: 22847
Re: Version 0.18.7
Factorio great overall like everytime, but .. but
this time i don't like some of these new sounds.
Placing a building, was sounds really pounded. Now it sounds like I'm putting something out of paper. No bass in there. No matter if assambler or i placed a splitter. Overall there are some great ...
this time i don't like some of these new sounds.
Placing a building, was sounds really pounded. Now it sounds like I'm putting something out of paper. No bass in there. No matter if assambler or i placed a splitter. Overall there are some great ...
- Tue Mar 05, 2019 8:59 pm
- Forum: Duplicates
- Topic: [0.17.0] MP Change Ghost Blueprint + Undo of origin player will crash the Server
- Replies: 3
- Views: 1859
- Tue Feb 26, 2019 9:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.0] unexpected crash in early game
- Replies: 2
- Views: 1252
Re: [0.17.0] unexpected crash in early game
maybe there will be a reason:
viewtopic.php?f=7&t=65172
We tested on some servers. Well it is a good troll function atm. So beware of the blueprints![Wink ;)](./images/smilies/icon_e_wink.gif)
viewtopic.php?f=7&t=65172
We tested on some servers. Well it is a good troll function atm. So beware of the blueprints
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Tue Feb 26, 2019 8:27 pm
- Forum: Duplicates
- Topic: [0.17.0] MP Change Ghost Blueprint + Undo of origin player will crash the Server
- Replies: 3
- Views: 1859
[0.17.0] MP Change Ghost Blueprint + Undo of origin player will crash the Server
If you set a blueprint yourself, someone else deletes something from the blueprint (not completely) and the one who set the blueprint uses the Undo function, the server is going to crash instantly.
- Fri Jan 05, 2018 9:11 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 428225
Re: Friday Facts #224 - Bots versus belts
Bot are perfect in the current state.
Especially if you want to build bigger bases later in the game, bots are essential.
Besides, you can't get past the conveyor belts anyway. We also played only with trains and without bots, this was also great. Just add a game function to disable bots, general ...
Especially if you want to build bigger bases later in the game, bots are essential.
Besides, you can't get past the conveyor belts anyway. We also played only with trains and without bots, this was also great. Just add a game function to disable bots, general ...
- Tue Sep 05, 2017 5:06 pm
- Forum: Combinator Creations
- Topic: playable Pacman
- Replies: 11
- Views: 19158
Re: playable Pacman
i'm proud to be a part of your projectarrow in my gluteus wrote: this input mechanism: http://steamcommunity.com/sharedfiles/f ... =826088745
I modified it a bit to try to lower the latency.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Fri Nov 11, 2016 2:18 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 130162
Re: Friday Facts #164 - Nuclear power
found some pretty nice models from YuokiTani
original thread: https://forums.factorio.com/viewtopic.php?f=15&t=8732#p73321
designed for 3x3 tiles ingame
http://johnsmith.ktec.de/factorio/mods/support/andere/fission-reactor.png http://johnsmith.ktec.de/factorio/mods/support/andere/fusion-reactor ...
original thread: https://forums.factorio.com/viewtopic.php?f=15&t=8732#p73321
designed for 3x3 tiles ingame
http://johnsmith.ktec.de/factorio/mods/support/andere/fission-reactor.png http://johnsmith.ktec.de/factorio/mods/support/andere/fusion-reactor ...
- Fri Nov 04, 2016 7:23 am
- Forum: Railway Setups
- Topic: Simple combinator-free safe rail crossing
- Replies: 23
- Views: 52427
Re: Simple combinator-free safe rail crossing
Just nailed it :D
the last time i was on a trail only server. The main bus are the trains. Well this kills me very often >_>.
The last two days i've working on this setup. A colleague build some examples too. But sometimes the doors open and the train stand infront of me ^^.
One big problem was ...
the last time i was on a trail only server. The main bus are the trains. Well this kills me very often >_>.
The last two days i've working on this setup. A colleague build some examples too. But sometimes the doors open and the train stand infront of me ^^.
One big problem was ...