Search found 115 matches
- Sun Jun 25, 2023 9:45 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1816
- Views: 588295
Re: Simple Questions and Short Answers
Hi, Back to my factorio factory after an almost two year pause. So moving from 1.1.36 to 1.1.85. Looking ino the options for optimalizations that have been implemented in that period. I know, in the last days, I've read about a possible one for inserters (I have aroud 32.000 of those). It's somethin...
- Thu Jun 22, 2023 4:39 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1816
- Views: 588295
Re: Simple Questions and Short Answers
Thanks that was the issue.Looks like you’re using the Shortcuts mod. If so disable the grid shortcut in the shortcut panel.
- Thu Jun 22, 2023 10:27 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1816
- Views: 588295
Re: Simple Questions and Short Answers
Hi,
Uninteded I now have a grid visible on part of my factory.
Don't know how it was set, don't konw how I can reset.
Anyone knows hoe to remove the partial grid.
Uninteded I now have a grid visible on part of my factory.
Don't know how it was set, don't konw how I can reset.
Anyone knows hoe to remove the partial grid.
- Sun Aug 01, 2021 11:10 am
- Forum: Not a bug
- Topic: [1.1.36] Furnace with result_inventory_size > 1 doesn't fill
- Replies: 2
- Views: 1299
[1.1.36] Furnace with result_inventory_size > 1 doesn't fill
When a furnace with result_inventory_size > 1 it still stops working when the first inverory slot is full.
Can be shown by updating the vanilla elect furnace by :
Result in game is :
Can be shown by updating the vanilla elect furnace by :
Code: Select all
data.raw["furnace"]["electric-furnace"].result_inventory_size = 10
- Fri Jul 30, 2021 2:52 pm
- Forum: Gameplay Help
- Topic: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
- Replies: 5
- Views: 3456
Re: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
Yes, I know the lua way to do it.
BTW there is no need to use binary : entity.link_id = value; value being between 0 and 255 inclusive.
Made a small mod with gui to change the values and visualize the linked chests.
BTW there is no need to use binary : entity.link_id = value; value being between 0 and 255 inclusive.
Made a small mod with gui to change the values and visualize the linked chests.
- Thu Jul 29, 2021 11:24 am
- Forum: Gameplay Help
- Topic: Linked chest : Changing link_id in GUI is also changing in intermediate steps.
- Replies: 5
- Views: 3456
Linked chest : Changing link_id in GUI is also changing in intermediate steps.
I have a linked chest, link-id has top checkbox selected, contents is copper plates Copper_linked.PNG A second linked chest has checkbox two selected, contents is rocket fuel. Rocket_link.PNG Then I create a third linked chest, which as link_id should get both top and second checkbox selected. New_l...
- Wed Jan 20, 2021 11:58 am
- Forum: Ideas and Suggestions
- Topic: User settable train tag for circuit network
- Replies: 9
- Views: 2458
Re: User settable train tag for circuit network
It probably is possible to keep track of changing train-id's with the use of on_train_created & entity_destoyed events. Then a train-tag can be transferred to newly assigned trains. If that is correct, then, with the use of on_train_state_changed and a constant-combinator the tag/signal could be...
- Fri Jan 15, 2021 8:04 am
- Forum: Ideas and Suggestions
- Topic: Information from linked chest/belts in display
- Replies: 3
- Views: 1248
Re: Information from linked chest/belts in display
With "Chest Pattern" I mean the part of the gui where you have to select a number of tickboxes.
Identical patterns selected means the Linked-chest shares the inventory.
Identical patterns selected means the Linked-chest shares the inventory.
- Thu Jan 14, 2021 3:47 pm
- Forum: Ideas and Suggestions
- Topic: Information from linked chest/belts in display
- Replies: 3
- Views: 1248
Information from linked chest/belts in display
In order to better see the status of linked chests/belts : Can you add the chest pattern (based on which is decided which chests share the content) in the information window on the right. Preferable as a number. The helps a lot to see quickly whether the config is OK or has issues. Can you add the p...
- Wed Jan 13, 2021 5:02 pm
- Forum: Modding help
- Topic: Connecting two entities
- Replies: 5
- Views: 1809
Connecting two entities
Hi, I am planning to use linked_belts in my mod. Placing them is no issue, the challenge is how to connect them. Preferable I would like to connect them the same way as how the circuit network wires are made. Pick an item (link_connector like a red/green wire) click one linked_belt, see the connecti...
- Mon Jan 04, 2021 6:48 pm
- Forum: Modding help
- Topic: Detect Train state Destinaltion full
- Replies: 2
- Views: 1149
Re: Detect Train state Destinaltion full
Thanks.
Glad I did not overlook the obvious
Glad I did not overlook the obvious
- Mon Jan 04, 2021 11:38 am
- Forum: Modding help
- Topic: Detect Train state Destinaltion full
- Replies: 2
- Views: 1149
Detect Train state Destinaltion full
Hi,
As I see it now, when a train cannot go to a station due to train limit, the status of a train switches to "defines.train_state.no_path"
Is there a way to detect the difference between "no path" and "destination full" in a mod ?
As I see it now, when a train cannot go to a station due to train limit, the status of a train switches to "defines.train_state.no_path"
Is there a way to detect the difference between "no path" and "destination full" in a mod ?
- Sun Feb 16, 2020 2:03 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245282
Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
OK,
Thanks for explaining.
Thanks for explaining.
- Sun Feb 16, 2020 1:47 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245282
Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
This question is not related to the above errormessage. And : no issue, just a question to understand startup sequence. I am working on a mod which updates the stacked items from the beltbox mod (f.e. stacksize). Reading the documentation on data lifecycle , https://lua-api.factorio.com/latest/Data-...
- Fri Feb 14, 2020 4:20 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245282
Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
OK, understand.
I indeed read the sentence as : It is possible to unstack a fully saturated belt of stacked input.
I indeed read the sentence as : It is possible to unstack a fully saturated belt of stacked input.
- Fri Feb 14, 2020 2:48 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245282
Re: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
valneq is right
I am using Bob's logistic ultimate-transport-belts, and have "deadlock-integrations" as mod to integrate those with stacking beltbox.
They indeed are colored green, as is the beltbox I use.
I am using Bob's logistic ultimate-transport-belts, and have "deadlock-integrations" as mod to integrate those with stacking beltbox.
They indeed are colored green, as is the beltbox I use.
- Fri Feb 14, 2020 12:08 pm
- Forum: Mods
- Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
- Replies: 741
- Views: 245282
Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Hi, Question on speed of the beltboxes. In the description you mention "Each tier of beltbox can handle a fully compressed belt of the same tier." But when I have an ultimate-tansport-belt, fully filled with stacked items, connected to an ultimate-transport-belt-beltbox, I cannot load thre...
- Thu Apr 18, 2019 12:14 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.31] Inserter stops putting ingredients in furnace
- Replies: 1
- Views: 2216
[Rseding91] [0.17.31] Inserter stops putting ingredients in furnace
The issue reported in
viewtopic.php?f=11&t=62434
Is not yet fixed in 0.17 (was mentioned "Thanks for the report. It's now fixed for 0.17."
Still resulting in repeatedly stopping furnace behavior.
Attached are the savefile and mod for 0.17
viewtopic.php?f=11&t=62434
Is not yet fixed in 0.17 (was mentioned "Thanks for the report. It's now fixed for 0.17."
Still resulting in repeatedly stopping furnace behavior.
Attached are the savefile and mod for 0.17
- Wed Oct 31, 2018 3:47 pm
- Forum: Won't fix.
- Topic: [0.16.51] Inserter/chest behave different on chunk border
- Replies: 6
- Views: 3188
Re: [0.16.51] Inserter/chest behave different on chunk border
@dog80
Did a quick check and yes, these issues can also occur with assemblers.
The one in the left is only outputting to left and bottom belts.
The one on the right is outputting on all three belts.
The left one is on a chunk crossing.
Did a quick check and yes, these issues can also occur with assemblers.
The one in the left is only outputting to left and bottom belts.
The one on the right is outputting on all three belts.
The left one is on a chunk crossing.
- Wed Oct 31, 2018 3:26 pm
- Forum: Won't fix.
- Topic: [0.16.51] Inserter/chest behave different on chunk border
- Replies: 6
- Views: 3188
Re: [0.16.51] Inserter/chest behave different on chunk border
That is a strange reasoning about this issue : Because it is due to the technical implementation it will not be solved. The focus should be on functionality, not on internals. The result of it is an inconsistent behaviour of the game -> Same components not working identical together. I myself have a...