Search found 9 matches
- Mon Jun 16, 2025 12:43 am
- Forum: Not a bug
- Topic: [2.0.55] Using large robot requests in the roboport stops any request from working
- Replies: 1
- Views: 233
[2.0.55] Using large robot requests in the roboport stops any request from working
I have about 40 construction robots in a network and 0 logistic bots. I put in a request for 50 construction bots in the roboport, works fine. I put in an additional request for 300 logistic bots, works fine. I change the 300 to 301 logistic robots and all the construction robots flee the roboport ...
- Sat Nov 09, 2024 4:14 am
- Forum: Ideas and Suggestions
- Topic: Thumper to summon Vulcanus Wurms
- Replies: 0
- Views: 213
Thumper to summon Vulcanus Wurms
What if the Wurms on Vulcanus didn't come up to the surface unless they were attacking something? That something could be a deployable item that you stick in their territory that gives them cause to surface in order to attack it. Without this object, you'd have to build a sacrificial building in the ...
- Sat Nov 09, 2024 12:31 am
- Forum: Implemented Suggestions
- Topic: Car/Tank/Vehicle Auto-Logistics
- Replies: 7
- Views: 5227
Re: Car/Tank/Vehicle Auto-Logistics
This was one of the results when I Googled, "Factorio how to request items to your vehicles." That's a good enough reason to necro the thread.
- Fri Oct 09, 2020 3:39 am
- Forum: Gameplay Help
- Topic: Trying to make a circuit event based on a changing rail signal
- Replies: 8
- Views: 3086
Re: Trying to make a circuit event based on a changing rail signal
Would it make sense to check the cargo level of the solid fuel train when it is in the station, and if it is low or empty then open the latch on the coke train?
Yes, I saw this problem when I realized the whole point of my setup was for in case the Solid Fuel train became low on cargo. I didn't ...
- Thu Oct 08, 2020 4:30 am
- Forum: Gameplay Help
- Topic: Trying to make a circuit event based on a changing rail signal
- Replies: 8
- Views: 3086
Re: Trying to make a circuit event based on a changing rail signal
This is an interesting problem. Can you explain what and why exactly you are doing here? With screenshots?
I would like to try to solve this but I can’t think of a reason to do this, which is making it difficult to reproduce.
I can explain what I'm trying to do but I got a lot of flak about it ...
I would like to try to solve this but I can’t think of a reason to do this, which is making it difficult to reproduce.
I can explain what I'm trying to do but I got a lot of flak about it ...
- Sat Oct 03, 2020 7:33 pm
- Forum: Gameplay Help
- Topic: why is my oil and petroleum production decrease over time?
- Replies: 30
- Views: 14041
Re: why is my oil and petroleum production decrease over time?
Your problem can be solved by putting pumps in between pipes and tanks. The game does unintuitive stuff when you add two pipes together that have different capacities. The game treats the storage tank as a pipe that can hold 25,000 units of liquid so by connecting it to a pipe which doesn't have a ...
- Sat Oct 03, 2020 7:26 pm
- Forum: Gameplay Help
- Topic: Trying to make a circuit event based on a changing rail signal
- Replies: 8
- Views: 3086
Trying to make a circuit event based on a changing rail signal
I have one rail signal that I want to keep red most of the time. However, when another rail signal goes from green to red (another train returning to its station), I want the original rail signal to turn green for a given number of seconds (5 or more, long enough for the train to leave the station ...
- Thu Sep 03, 2020 7:34 pm
- Forum: Ideas and Suggestions
- Topic: Temporary buffs to logging and mining everytime you mine/log
- Replies: 3
- Views: 1286
Temporary buffs to logging and mining everytime you mine/log
So you want to cut down a bunch of trees but it's really slow cutting them down one at a time. Keep that initial slowness but cut down the tedium if a player has to harvest multiple trees. Implement a stacking and refreshing buff (5 minutes or so) that increases the speed you cut down trees each ...
- Wed Apr 11, 2018 7:12 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 1060712
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Every 2-way Celtic Cross intersection always had the tracks coming from the North, South, East, and West directions but none existed when the tracks came from the diagonal directions. I made the following and would love your critique:
https://i.imgur.com/SkgYSYo.jpg
0eNqlnW1vXEUShf ...
https://i.imgur.com/SkgYSYo.jpg
0eNqlnW1vXEUShf ...