Search found 264 matches

by DOSorDIE
Thu Jul 09, 2026 9:35 am
Forum: Ideas and Suggestions
Topic: Output R/G settings for buildings
Replies: 40
Views: 10609

Re: Output R/G settings for buildings

I think the easiest way to get what the machine need is to have
"Read Contents" as minus
So ingredients - read contents = what the machine want
OR
No overfilling (so that the machine that want 10 iron ony get 10 iron and not filling it to 20+)
by DOSorDIE
Fri Jul 03, 2026 8:28 am
Forum: Ideas and Suggestions
Topic: [Factorio 2.1] Read missing item from machines
Replies: 0
Views: 118

[Factorio 2.1] Read missing item from machines

You can read the recipe
You can read whats in the machine
But you cant read what is missing to not overfill the machine (important on Multimalls)

Now you need this just to not overfill it
07-03-2026, 10-23-55.png

Will need a option for: Missing items so its easy to not overfill it.
Recipte = 8 ...
by DOSorDIE
Fri Jun 19, 2026 12:04 pm
Forum: News
Topic: Friday Facts #443 - More Planet Deliveries
Replies: 176
Views: 36753

Re: Friday Facts #443 - More Planet Deliveries

How it will look with automalls with the new circuit?
Input:
what i want to build
Output:
Recipe (on Green Wire)
What is in the machine (on Red Wire)

Will that work?
by DOSorDIE
Tue Sep 30, 2025 2:50 pm
Forum: Ideas and Suggestions
Topic: Add to assembler & Co an option to disable the buffer when add a red or green cable
Replies: 2
Views: 645

Add to assembler & Co an option to disable the buffer when add a red or green cable

Feature request:
Add to an assembler & Co an option to disable the buffer when add a red or green cable.
Just 2 option: Normal Buffer / 1x Buffer

Why:
When you make an automall its just overfill the machine massiv ... and when switching recipe then its need to empty the assembler.
That takes ...
by DOSorDIE
Fri Aug 01, 2025 9:42 am
Forum: Not a bug
Topic: [Space Age 2.0.60] Foundry switch fluid inputs when changed per circuit
Replies: 2
Views: 1259

Re: [Space Age 2.0.60] Foundry switch fluid inputs when changed per circuit

Thanks for the clear answer!
Time to rebuild my old spaceship :-)
by DOSorDIE
Fri Aug 01, 2025 8:25 am
Forum: Not a bug
Topic: [Space Age 2.0.60] Foundry switch fluid inputs when changed per circuit
Replies: 2
Views: 1259

[Space Age 2.0.60] Foundry switch fluid inputs when changed per circuit

When i build a foundry and change the recipe with circuit then it switch the fluid inputs to the opposite side.
No mods are running exept "Editor Extension", but had it in a unmodded too.

To reproduce:
Foundry with a wire on 2 constant combinator
Set Foundry to set recipe
Use 2 different recipe to ...
by DOSorDIE
Sun Dec 01, 2024 2:18 am
Forum: Cheatsheets / Calculators / Viewers
Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Replies: 32
Views: 22726

Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!

I love the new feature!!!
To even make it easier when we can remove the "full rocket" things and build it reverse.
So it need this and that ... 123 belts, 54 inserter, usw ...
so it remove all things that fill a full rocket ... so 23 belts and 4 inserter
send that manually up put the blueprint on ...
by DOSorDIE
Thu Nov 28, 2024 9:41 am
Forum: Cheatsheets / Calculators / Viewers
Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Replies: 32
Views: 22726

Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!

If you just wonder why you website yesterday dies ... it was me (shame on me)
It had an infinity chest in the blueprint because i forgot to delete it first.
After i press sumit the website write an error, entity infinity chest not found and then it dont react anymore.

Sorry!
by DOSorDIE
Mon Nov 11, 2024 9:27 am
Forum: Cheatsheets / Calculators / Viewers
Topic: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!
Replies: 32
Views: 22726

Re: rocketcal.cc: calculate the rocket launches needed to build a space platform blueprint!

Works great! ... it will be nice if we can have constant combinator with that what we need for the launches.
Dont know if you remove the 110 platform you have from the starter paket (100 set and 10 in storage) from the blueprint.
Or you have 110 to much in space (thats at least 2 rockets)
EDIT: I ...
by DOSorDIE
Sun Nov 03, 2024 9:41 pm
Forum: Duplicates
Topic: [2.0.14] Rotation of fluid connections not copied when set to a recipe that has no fluids
Replies: 4
Views: 2054

Re: [2.0.12] Rotation of fluid connections not copied when set to a recipe that has no fluids

[2.0.14]
It also rotate when you change the recpie in the foundry per circuit ... i looks like it always on the oposite site.
When i rotate it to the right its switch between right and left.
by DOSorDIE
Fri Apr 19, 2024 1:40 pm
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 60
Views: 31101

Re: Friday Facts #407 - Automating a soundtrack

Automate the music in an game for Automation ... nice and sound not bad.
But is not the Factory working sound the real sound for an engineer?
When it will quiet you know you had a problem ...
by DOSorDIE
Fri Oct 30, 2020 4:09 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 130198

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button


Love all the changes that you are proposing for 1.1
are you planning at all to bring back the experimental to have the community help test these changes before they are added to the "stable" list? example 1.0.1

one thing about the spidertron becoming stuck on some paths, it might be useful to get ...
by DOSorDIE
Fri Oct 30, 2020 11:51 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 130198

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button


This is truley epic. Even the little, but IMO powerful main menu design change.
Full integration of the e -key is that much more QoL. Currently I'm deleting request constantly.
The enhancements in ghost building made are logicaly and appropiate now we have our eight-legged remote builder. Making ...
by DOSorDIE
Fri Oct 30, 2020 11:40 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 130198

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button



Absolut genius little improvments!
Good job ... when we can have it :D

And 1 more little change we need.
When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage.
Please set the start of chat 1 line higher ...
by DOSorDIE
Fri Oct 30, 2020 9:01 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 130198

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Absolut genius little improvments!
Good job ... when we can have it :D

And 1 more little change we need.
When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage.
Please set the start of chat 1 line higher.
That ...

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