I also have a need to both set requests and read a chest's contents for my train and car loading rigs.
I don't particularly need to be able to specify red/green personally (although adding that option to all circuit network-capable entities would be VERY useful for keeping signals separate and ...
Search found 18 matches
- Fri May 26, 2017 7:32 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network improvement: Multiple modes of operation
- Replies: 8
- Views: 5851
- Wed May 24, 2017 12:05 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 47327
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
I also get an error when flipping blueprints, but it seems to ONLY happen when I'm trying to flip the active blueprint in a book. Flipping blueprints that are NOT in a book seems to still work, although I haven't tested it exhaustively to see if it's any particular object that causes it.
- Wed May 24, 2017 9:10 am
- Forum: General discussion
- Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
- Replies: 42
- Views: 17747
Re: If you could walk on pipes in Factorio, would you build less underground pipes?
I like the idea, but a) that sounds like a lot of new assets so unlikely to make it into the game unless someone does it as a mod, and b) I think this would be better with a new research for 'Underground Pipe System' so that new players aren't overwhelmed, and so that you need to work for it.
- Wed May 24, 2017 9:04 am
- Forum: Gameplay Help
- Topic: Stack Filter Inserter - set stack size according to filter
- Replies: 11
- Views: 6395
Re: Stack Filter Inserter - set stack size according to filter
That doesn't work - if there are already some on the train, it will load too many.
- Tue May 23, 2017 10:25 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 233599
Re: [MOD 0.14] Upgrade planner - v1.2.7
This seems to have broken with today's Factorio update (see below).
Other installed mods I have:
Automatic Belt Planner
BeltIndicator
Fast Replace Underground Belt
Infinizoom
Killkrog's Blueprint Manager
Pipe Manager
Progressive Running
Other installed mods I have:
Automatic Belt Planner
BeltIndicator
Fast Replace Underground Belt
Infinizoom
Killkrog's Blueprint Manager
Pipe Manager
Progressive Running
- Tue May 23, 2017 9:34 pm
- Forum: Gameplay Help
- Topic: Stack Filter Inserter - set stack size according to filter
- Replies: 11
- Views: 6395
Re: Stack Filter Inserter - set stack size according to filter
Because I may want to load different things into it depending on what I'm doing.
The train is my 'personal transport' train that I tend to load up with stuff that I need to e.g. build a certain type of outpost, or build some more assembly capacity, or whatever my current project may be. It'd be a ...
The train is my 'personal transport' train that I tend to load up with stuff that I need to e.g. build a certain type of outpost, or build some more assembly capacity, or whatever my current project may be. It'd be a ...
- Tue May 23, 2017 9:16 pm
- Forum: Gameplay Help
- Topic: Stack Filter Inserter - set stack size according to filter
- Replies: 11
- Views: 6395
Stack Filter Inserter - set stack size according to filter
I'm trying to load a specific number of different items into a train (e.g. 11 solar panels and 7 accumulators) by sending a bunch of signals from the circuit network.
I have some logic that figures out the difference between what is already on the train and what I want on the train and outputs ...
I have some logic that figures out the difference between what is already on the train and what I want on the train and outputs ...
- Thu May 18, 2017 11:50 am
- Forum: Gameplay Help
- Topic: Roboport / Robot stats
- Replies: 2
- Views: 1390
Roboport / Robot stats
I'm trying to put together some calculations to figure out how many roboports I need for various different sizes of train station etc.
Obviously a major factor is how long bots spend charging; I can't seem to find any figures on how long it takes a Roboport to fully charge a bot - does anyone have ...
Obviously a major factor is how long bots spend charging; I can't seem to find any figures on how long it takes a Roboport to fully charge a bot - does anyone have ...
- Thu May 18, 2017 11:42 am
- Forum: General discussion
- Topic: What programming language Factorio is written in?
- Replies: 38
- Views: 50393
Re: What programming language Factorio is written in?
I dabbled in various things (QBasic, VB6 & VBA, C) and never really liked any of them until I started learning C#. C# was the first one that I actually enjoyed writing in.
At least until I realised that most of the time these days I'm spending my time finding ways around .NET quirks and bugs rather ...
At least until I realised that most of the time these days I'm spending my time finding ways around .NET quirks and bugs rather ...
- Thu May 18, 2017 11:22 am
- Forum: General discussion
- Topic: This game could have existed without iron plates
- Replies: 16
- Views: 7153
Re: This game could have existed without iron plates
Absolutely. Instead, we should require fiberglass weaves, copper plating steps, photoresist, etching, solder, assembly, inspection and test steps... oh yeah and silicon doping, carbon resistors...
Oh wait, that's Bob's mods :)
Heh, true, but for the purposes of simplification (i.e. not scaring ...
- Mon May 15, 2017 4:38 pm
- Forum: Gameplay Help
- Topic: Detecting vehicles?
- Replies: 3
- Views: 2670
Re: Detecting vehicles?
Thanks guys. Didn't realise you had to build a bit of wall either side of the gate and connect to THAT rather than the gate itself.
It's still not ideal because it can open from some way away, but it's good enough for my purposes for now.
It's still not ideal because it can open from some way away, but it's good enough for my purposes for now.
- Mon May 15, 2017 10:36 am
- Forum: General discussion
- Topic: Excellent Game Quality
- Replies: 8
- Views: 3763
Re: Excellent Game Quality
+1
There aren't many games that I have sunk this much time into, and I have maximum respect for the way the devs have handled the creation and evolution of this masterpiece.
I will definitely be keeping a close eye on their future endeavours once Factorio is 'finished'.
There aren't many games that I have sunk this much time into, and I have maximum respect for the way the devs have handled the creation and evolution of this masterpiece.
I will definitely be keeping a close eye on their future endeavours once Factorio is 'finished'.
- Mon May 15, 2017 10:24 am
- Forum: General discussion
- Topic: The only mod I need now is...
- Replies: 9
- Views: 4753
Re: The only mod I need now is...
+1 for upgrade planner. Just for doing yellow -> red or red -> blue belts. I have very few mods, but this is the only one that I would sorely miss.
- Mon May 15, 2017 10:19 am
- Forum: General discussion
- Topic: What programming language Factorio is written in?
- Replies: 38
- Views: 50393
Re: What programming language Factorio is written in?
+1 on C# rather than C++ as a first language.
And yeah, the amount of dev time and experience that's gone into Factorio is not something you will be able to replicate as a rookie programmer.
And yeah, the amount of dev time and experience that's gone into Factorio is not something you will be able to replicate as a rookie programmer.
- Mon May 15, 2017 10:01 am
- Forum: General discussion
- Topic: If you could walk on pipes in Factorio, would you build less underground pipes?
- Replies: 42
- Views: 17747
Re: If you could walk on pipes in Factorio, would you build less underground pipes?
I'd probably use less underground pipes for short runs, but not many.
Would it have killed the devs to include a 'jump' hotkey and animation? Being able to jumper over pipes (and potentially other obstructions once you get exoskeletons...) would have been enough.
Would it have killed the devs to include a 'jump' hotkey and animation? Being able to jumper over pipes (and potentially other obstructions once you get exoskeletons...) would have been enough.
- Mon May 15, 2017 9:34 am
- Forum: General discussion
- Topic: This game could have existed without iron plates
- Replies: 16
- Views: 7153
Re: This game could have existed without iron plates
It would make more sense if they just renamed Iron Plates -> Mild Steel Plates and Steel Plate -> Stainless Steel (or maybe Medium or High Carbon steel would be more applicable).
In the real world, Iron Ore is usually turned into steel in a single factory. And yeah, I can't think of any stuff in ...
In the real world, Iron Ore is usually turned into steel in a single factory. And yeah, I can't think of any stuff in ...
- Thu May 11, 2017 11:35 pm
- Forum: Gameplay Help
- Topic: Detecting vehicles?
- Replies: 3
- Views: 2670
Detecting vehicles?
Is there a way to detect a vehicle (tank or car) using the circuit network?
I saw some old thread that briefly mentioned using gates, but they don't seem to connect to the circuit network, and there was no real explanation of how it would work.
I saw some old thread that briefly mentioned using gates, but they don't seem to connect to the circuit network, and there was no real explanation of how it would work.
- Tue May 09, 2017 9:16 pm
- Forum: Gameplay Help
- Topic: Circuit Network - Comparing Multiple Signals
- Replies: 1
- Views: 1406
Circuit Network - Comparing Multiple Signals
So I've got a Requester Chest where I am setting the Requests via the Circuit Network.
I want to unload this into a Steel Chest using a stack inserter, but ONLY when the Requester Chest is 'full' (i.e. all Requests are filled). The requests may change depending on what is required, e.g. it could be ...
I want to unload this into a Steel Chest using a stack inserter, but ONLY when the Requester Chest is 'full' (i.e. all Requests are filled). The requests may change depending on what is required, e.g. it could be ...