an idea that I came up with on this topic, please reply
I would love to be able to reserve logistic robots for a requester chest or an active provider chest. What I mean is, I want to be able to specify an amount of logistic robots to only the task of filling or taking objects from the specific ...
Search found 28 matches
- Sun Feb 19, 2017 9:09 am
- Forum: Frequently Suggested / Link Collections
- Topic: Roboport/Logistic Network/Robot Enhancements/Robot Routing/Charging
- Replies: 16
- Views: 27921
- Sat Nov 19, 2016 11:52 pm
- Forum: Implemented Suggestions
- Topic: Inverse filter setting (Is not filter, take all except...)
- Replies: 32
- Views: 22907
reverse filter inserter
Merged --daniel34
I thought about it and I would like there to be a reverse filter inserter option that can be applied to a filter inserter in the game. What I mean is the inserter will pick up everything that is not what the filter on the inserter is targeting.
I thought about it and I would like there to be a reverse filter inserter option that can be applied to a filter inserter in the game. What I mean is the inserter will pick up everything that is not what the filter on the inserter is targeting.
- Wed Oct 19, 2016 3:10 pm
- Forum: Ideas and Requests For Mods
- Topic: driving car on the tracks
- Replies: 9
- Views: 4268
Re: driving car on the tracks
Vehicle Snap aligns the car horizontal or vertical to the grid: https://mods.factorio.com/mods/Zaflis/VehicleSnap
What do you want to achieve with the rails? More speed? Just drive a straight route?
Edit: I read your intro but don't see the surplus as just using a train instead.
Greetings steinio ...
What do you want to achieve with the rails? More speed? Just drive a straight route?
Edit: I read your intro but don't see the surplus as just using a train instead.
Greetings steinio ...
- Fri Oct 14, 2016 12:17 am
- Forum: Ideas and Requests For Mods
- Topic: driving car on the tracks
- Replies: 9
- Views: 4268
driving car on the tracks
I would love there to be a mod that allows the car to be allied with any train tracks that are on the ground and drive on them. Like pressing a button and then the car is aligned with the tracks and then press it again and it becomes a regular car again. This might be a good idea when going long ...
- Wed Nov 25, 2015 2:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Updated Graphics (0.12.1)
- Replies: 8
- Views: 43885
Re: [MOD 0.12.x] Updated Graphics (0.12.1)
I would like to create a mod using most of this programming to change the icons into animated versions.
I don't know if animated version of icons are possible.
You are able to use scripts, simply credit me for the scripts, if you found something to improve in the lua code, comit it to this mod ...
I don't know if animated version of icons are possible.
You are able to use scripts, simply credit me for the scripts, if you found something to improve in the lua code, comit it to this mod ...
- Fri Nov 20, 2015 6:02 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Updated Graphics (0.12.1)
- Replies: 8
- Views: 43885
Re: [MOD 0.12.x] Updated Graphics (0.12.1)
I would like to create a mod using most of this programming to change the icons into animated versions.
- Wed Oct 21, 2015 9:34 pm
- Forum: Ideas and Requests For Mods
- Topic: mineing bots
- Replies: 2
- Views: 5167
Re: mineing bots
Duplicate of Mining and Resource-Harvesting Robots - https://forums.factorio.com/forum/viewtopic.php?f=6&t=5892
As nyspace1 requested a mod capable of doing this, moved to Ideas and Requests For Mods .
thank you for moving this I was about to ask for it to be moved to the proper location when I ...
As nyspace1 requested a mod capable of doing this, moved to Ideas and Requests For Mods .
thank you for moving this I was about to ask for it to be moved to the proper location when I ...
- Wed Oct 21, 2015 9:09 pm
- Forum: Ideas and Requests For Mods
- Topic: mineing bots
- Replies: 2
- Views: 5167
mineing bots
construction robots are able to demolish trees and add the resources directly into the network. Please can someone make a mod so that they can mine ores directly from the ground and add the ores directly into the network? like iron coal and copper (not oil because that is a liquid)
- Mon Aug 31, 2015 8:49 pm
- Forum: Ideas and Requests For Mods
- Topic: Networking labs
- Replies: 3
- Views: 5844
Re: Networking labs
This idea was for the most part, for the begging of the game when there is a few items you could easily research at the same time, or you could use it for multiplayer and have people working on separate research trees instead of everyone working on researching the same thing and arguing over what ...
- Mon Aug 31, 2015 3:36 pm
- Forum: Ideas and Requests For Mods
- Topic: Networking labs
- Replies: 3
- Views: 5844
Networking labs
getting to the point.
I would like someone to make a mod that allows labs to be interconnected (like roboports are now in the game) and each interconnected group can be researching something independently instead of all labs researching one thing no matter how far away from each other.
I ...
I would like someone to make a mod that allows labs to be interconnected (like roboports are now in the game) and each interconnected group can be researching something independently instead of all labs researching one thing no matter how far away from each other.
I ...
- Sat Aug 15, 2015 1:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] transportbelt madness not working
- Replies: 3
- Views: 2634
Re: transportbelt madness not working
glad I could helpkovarex wrote:Thank you for the report, it is now fixed for the 0.12.5 version.
I also added automated test that finishes the first level and checks that it works properly, so this scenario should't break so often in the future
- Fri Aug 14, 2015 5:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] transportbelt madness not working
- Replies: 3
- Views: 2634
[0.12.4] [kovarex] transportbelt madness not working
Factorio version 0.12.3
transport belt madness campaign
fast inserters are not taking items off the belt and inserting them into the chests (see image)
they are extended as if to grab something off the belt however they do not do so.
transport belt madness campaign
fast inserters are not taking items off the belt and inserting them into the chests (see image)
they are extended as if to grab something off the belt however they do not do so.
- Tue Aug 11, 2015 7:25 pm
- Forum: Ideas and Suggestions
- Topic: Concrete path to bridges
- Replies: 1
- Views: 1707
Concrete path to bridges
I think that concrete could be used when placing on the terrain to make bridges across water or to cover over water. You could have a limit of how big the gap could be. The reason I think this is the fact that concrete is hard to earn and to produce. Having the player make a choice on making a ...
- Tue Aug 11, 2015 7:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.3] [Twinsen] rocket silo and electricity
- Replies: 2
- Views: 3130
Re: [0.12.3] [Twinsen] rocket silo and electricity
glad to helpTwinsen wrote:Fixed in 0.12.4. Thanks for the report.
- Tue Aug 11, 2015 12:01 am
- Forum: Maps and Scenarios
- Topic: trainme
- Replies: 3
- Views: 13888
Re: trainme
working on a new version of this, please stand by
- Sat Aug 08, 2015 2:36 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.3] [Twinsen] rocket silo and electricity
- Replies: 2
- Views: 3130
[0.12.3] [Twinsen] rocket silo and electricity
Rocket silo lights stay on even if the rocket silo does not have power (it will have the no power icon but the lights will still be on).
rocket silo will prepair the rocket for launch even if it does not have power (it will still have the no power icon).
you can launch a rocket from the rocket silo ...
rocket silo will prepair the rocket for launch even if it does not have power (it will still have the no power icon).
you can launch a rocket from the rocket silo ...
- Sat Jan 31, 2015 1:29 am
- Forum: General discussion
- Topic: walls replacing gates
- Replies: 4
- Views: 2739
walls replacing gates
when placing walls if there are already gates built, walls will replace gates and they will be placed back into your inventory.
- Fri Jan 02, 2015 5:34 pm
- Forum: Ideas and Suggestions
- Topic: Construction Oriented Exoskeleton
- Replies: 4
- Views: 4316
Re: Construction Oriented Exoskeleton
I like the idea of the portable radar and I think that that should be given it's own idea and suggestion topic. I think that it should keep track of enemy movements as well as train movements in your general area.
- Tue Dec 30, 2014 3:02 am
- Forum: Maps and Scenarios
- Topic: trainme
- Replies: 3
- Views: 13888
Re: trainme
when I load the scenarios :
Unknown key:"Error while running the oninit: __level__\control.lua:40: attempt to index field 'wall' (a nil value)"
thank you for notifying me, I will look into it as soon as I get time, there is not vary much free time in my schedule right now. you can delete the ...
Unknown key:"Error while running the oninit: __level__\control.lua:40: attempt to index field 'wall' (a nil value)"
thank you for notifying me, I will look into it as soon as I get time, there is not vary much free time in my schedule right now. you can delete the ...
- Tue Dec 23, 2014 8:28 pm
- Forum: Maps and Scenarios
- Topic: trainme
- Replies: 3
- Views: 13888
trainme
I created a training map (lol) for trains and making train stations and making efferent train tracks. here is
http://www.mediafire.com/download/qcxu9p4nqqor11q/trainmelevels.zip
if I have missed anything and or could make something better please let me know and I will get right to working on the ...
http://www.mediafire.com/download/qcxu9p4nqqor11q/trainmelevels.zip
if I have missed anything and or could make something better please let me know and I will get right to working on the ...