Tier 1: A player could place a ghost of this inserter (or inserter itself), when he does a dialog looking like constant combinator appears.
In that dialog by default set signal "C"ount = 1
So then if this inserter moves an item it decreases the counter. When counter is zero the inserter is marked ...
Search found 153 matches
- Sun Nov 10, 2024 8:30 am
- Forum: Ideas and Requests For Mods
- Topic: One time inserter
- Replies: 1
- Views: 461
- Sat Nov 02, 2024 4:04 pm
- Forum: Ideas and Suggestions
- Topic: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
- Replies: 1
- Views: 340
Re: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
40 views, no replies... pity... 

- Thu Oct 31, 2024 7:25 am
- Forum: Ideas and Suggestions
- Topic: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
- Replies: 1
- Views: 340
Crushsave - autosave just before crush & how to exactly reproduce mod bugs
Wouldn't that be great to have a save file just a few ticks before the game crushed because of mod error?
This seems counterintuitive... How could we "undo" last few ticks to restore all the game state to that point in time where the game was still be playable.
This might seem hard to implement ...
This seems counterintuitive... How could we "undo" last few ticks to restore all the game state to that point in time where the game was still be playable.
This might seem hard to implement ...
- Tue Aug 06, 2024 7:30 am
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 64736
Re: Space Age general Questions
Preorder options? Do you need my money today?))
- Sat Aug 03, 2024 3:21 pm
- Forum: General discussion
- Topic: Space Age general Questions
- Replies: 164
- Views: 64736
Space Age expansion without Steam
Hi there!
I bought Factorio here on factorio.com site before it came to Steam. And not only for myself but for my kids too.
So... will I be able to buy the expansion here?
I bought Factorio here on factorio.com site before it came to Steam. And not only for myself but for my kids too.
So... will I be able to buy the expansion here?
- Sun Dec 24, 2023 7:08 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Function combinator
- Replies: 3
- Views: 1126
Re: [IDEA] Function combinator
There are some mods doing this already. Some of good ones are hard to find, because you just don't expect it from mod's name.
Here you go:
https://mods.factorio.com/mod/compaktcircuit
https://mods.factorio.com/mod/integratedCircuitryFixed - what? lamps? I don't need lamps!!! - ha ha ha! But except ...
Here you go:
https://mods.factorio.com/mod/compaktcircuit
https://mods.factorio.com/mod/integratedCircuitryFixed - what? lamps? I don't need lamps!!! - ha ha ha! But except ...
- Sun Dec 24, 2023 6:53 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 5610
Re: [REQUEST] Per-spawner evolution
By the way I also posted simmilar request a little earliear:
viewtopic.php?p=542142#p542142
viewtopic.php?p=542142#p542142
- Sun Dec 24, 2023 6:52 am
- Forum: Ideas and Requests For Mods
- Topic: Geo evolution
- Replies: 9
- Views: 4199
Re: Geo evolution
Leaved big post on why should do it here: viewtopic.php?f=33&t=95574
- Sun Dec 24, 2023 6:45 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 5610
Re: [REQUEST] Per-spawner evolution
This much just sounds like evolution as a pure factor of distance?
Exactly.
I can explain why this approach is really good at least in some cases.
This will be much different gameplay.
Detailed explanation for "why?":
My kids are playing factorio and there are some common issues i want to ...
- Sat Dec 23, 2023 12:16 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 5610
Re: [REQUEST] Per-spawner evolution
Well... I don't know deeply how to implement it - i've never modded enemies, but I suppose that it will have almost no impact on performance.
- First create say 5 or 10 (setting) copies of each spawner type in game. Each spawner type will be for evo level (Lv1 - Lv5)
- Now each spawner can only ...
- First create say 5 or 10 (setting) copies of each spawner type in game. Each spawner type will be for evo level (Lv1 - Lv5)
- Now each spawner can only ...
- Sat Dec 23, 2023 11:47 am
- Forum: Gameplay Help
- Topic: Min / Max Combinator circuit help
- Replies: 20
- Views: 30692
Re: Min / Max Combinator circuit help
i'm fine with mods, i tried without any mod of my own, i thought it wouldn't matter , then maybe it does, but now i definitely think there is a problem in the blueprint, i see the updated book and to me it's only one blueprint inside , in the second position , the filter made of 4 combinators with ...
- Sat Dec 23, 2023 9:41 am
- Forum: Gameplay Help
- Topic: Min / Max Combinator circuit help
- Replies: 20
- Views: 30692
Re: Min / Max Combinator circuit help
Are you using mods ? when i tried to import the blueprint it only import 4 combinators connected and 2 constant a little aside, and it's telling me "unknown signal note interface" or "unknown virtual signal name".
I wanted to see if there was some difference with the book i used, which is similar ...
- Fri Dec 22, 2023 11:24 am
- Forum: Gameplay Help
- Topic: Min / Max Combinator circuit help
- Replies: 20
- Views: 30692
Re: Min / Max Combinator circuit help
I think I have a better solution to this, without jumping through loops.
All circuits in this blueprints can be fed with both green or red wires.
The blueprints:
0eNrtXdtu4zYQ/RVDj61V8C4xWOxDi/atQFH0rQkMRWZiYW3JkORcsMi/d2inlnyRTEpM7E20D0Esy6MhZ8g5cw6d/e7dzldqmSdpObnNsm/e1ffqSuFd/Vt7qd ...
All circuits in this blueprints can be fed with both green or red wires.
The blueprints:
0eNrtXdtu4zYQ/RVDj61V8C4xWOxDi/atQFH0rQkMRWZiYW3JkORcsMi/d2inlnyRTEpM7E20D0Esy6MhZ8g5cw6d/e7dzldqmSdpObnNsm/e1ffqSuFd/Vt7qd ...
- Fri Dec 22, 2023 4:50 am
- Forum: Ideas and Suggestions
- Topic: Add "Last Used" to Filters GUI - simple & nice
- Replies: 2
- Views: 728
Re: Add "Last Used" to Filters GUI - simple & nice
My next suggestion was viewed, but this one wasn't.... up? or how does it work?
- Fri Dec 22, 2023 4:47 am
- Forum: Outdated/Not implemented
- Topic: Tiled Blueprints Sizing - simple & nice
- Replies: 4
- Views: 1573
Re: Tiled Blueprints Sizing - simple & nice
I do not think this makes any sense. It would be only usable with a small subclass of blueprints which can be built next to each other in both axis and the brush would be effectively only a "square" like 2x2 or 3x3. If a blueprint is reasonably large then having brush anything larger than 1x1 ...
- Thu Dec 21, 2023 7:53 am
- Forum: Outdated/Not implemented
- Topic: Tiled Blueprints Sizing - simple & nice
- Replies: 4
- Views: 1573
Tiled Blueprints Sizing - simple & nice
When you pick landfill you can use "+" to make it bigger.
Why can't you do the same with tiled bluprints?
I.e when you pick landfill it's 2x2 you press "+" to make it 4x4.
When you pick tiled blueprint - it's one tile (say 6 miners), then you press "+" and now you are holding 4 tiles, i.e. 24 ...
Why can't you do the same with tiled bluprints?
I.e when you pick landfill it's 2x2 you press "+" to make it 4x4.
When you pick tiled blueprint - it's one tile (say 6 miners), then you press "+" and now you are holding 4 tiles, i.e. 24 ...
- Wed Dec 20, 2023 4:44 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 5610
Re: [REQUEST] Per-spawner evolution
Nope, you got it wrong. Rampart evolution is still a global thing. What I suggest is very local evolution.garrotte wrote: Wed Dec 15, 2021 9:10 pm Implement almost according the thread post
https://mods.factorio.com/mod/RampantEvolution
- Wed Dec 20, 2023 4:36 am
- Forum: Ideas and Suggestions
- Topic: Add "Last Used" to Filters GUI - simple & nice
- Replies: 2
- Views: 728
Add "Last Used" to Filters GUI - simple & nice
The problem:
When working with combinators and filters you often have to pick the same item, especially when heavy modded.
And you have to search it many times.
GUI Solution:
Add "Last used" options (history) when picking filters and signals so it would be much easier to pick something that you ...
When working with combinators and filters you often have to pick the same item, especially when heavy modded.
And you have to search it many times.
GUI Solution:
Add "Last used" options (history) when picking filters and signals so it would be much easier to pick something that you ...
- Wed Jun 28, 2023 4:23 am
- Forum: Ideas and Suggestions
- Topic: Show missing ingredients in entity info
- Replies: 7
- Views: 2310
Show missing ingredient - small but viable addition to game GUI
When one investige his/her factory and sees that some machine is missing ingredients you always have to guess which one is missing.
The GUI shows us that something is missing, but it won't show which one exactly.
I propose fixing it somewhat like this:
factorio_SV5XpapTfL.png
Also note that ...
The GUI shows us that something is missing, but it won't show which one exactly.
I propose fixing it somewhat like this:
factorio_SV5XpapTfL.png
Also note that ...
- Fri Oct 15, 2021 1:31 pm
- Forum: Ideas and Requests For Mods
- Topic: Subway - for player transportation and more [potentially an overhaul mod]
- Replies: 5
- Views: 2629
Re: Subway - for player transportation and more [potentially an overhaul mod]
I eventually found a mod which already implements all I needed:
Surfaces
https://mods.factorio.com/query/Surfaces?version=1.1
Surfaces
https://mods.factorio.com/query/Surfaces?version=1.1