I ran into this annoying change recently as I progressed to robots.. it adds unnecessary extra clicks to what used to be very simple. gee, add a lot more clicks/key presses to make blueprints you want to keep just to avoid accidentally keeping temporary blueprints. sigh.
I thought perhaps naming ...
Search found 33 matches
- Fri Mar 15, 2019 8:33 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.12] New setup blueprints are destroyed on with Q
- Replies: 7
- Views: 4304
- Mon Jul 02, 2018 3:07 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 90057
Re: Friday Facts #249 - Dead end exploration
I have to say I like option one the best. all of the other choices are to limiting in one way or another. keep the flexibility. You usual tutorial excellence will help new players understand what they need to.
- Wed Feb 14, 2018 2:50 am
- Forum: Mods
- Topic: [MOD 0.13.0+] Wireless Signals 0.1.2
- Replies: 32
- Views: 31542
Re: [MOD 0.13.0+] Wireless Signals 0.1.2
Quesstion.. can we have a user defined (optional is fine) transmitter id? and can the transmitter also transmit that, perhaps as a new signal that your mod adds? lol. i know i'm asking a lot.. but i have some half fleshed out ideas 5 minutes after reading your mods synopsis and i think i'm in love ...
- Tue Feb 13, 2018 8:04 am
- Forum: Mods
- Topic: [MOD 1.1.x|1.0.x]Recycling Machines
- Replies: 195
- Views: 92396
Re: [MOD 0.16.x|0.15.x|0.14.x]Recycling Machines
downloaded factorio 0.16.23 and i get this error with your mod enabled 
my mods list is attached
i didn't bother with a save as factorio won't finish loading

my mods list is attached

- Sat Jan 27, 2018 3:22 am
- Forum: Ideas and Suggestions
- Topic: Splitter "input priority" is not intuitive
- Replies: 11
- Views: 13477
Re: Splitter "input priority" is not intuitive
does this manifest if you use red not yellow belts? and again if you use blue?
- Fri Jan 26, 2018 5:24 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195461
Re: [MOD 0.16] Miniloader
I experienced an oddity tonight. I created a blueprint of two loaders connected by green wire, after setting them to enable if anything > 0.
it appeals to me to have the game automajikally create green (or red) wire :-)
i then pasted the blueprint over the other 4 or so loaders next to them and ...
it appeals to me to have the game automajikally create green (or red) wire :-)
i then pasted the blueprint over the other 4 or so loaders next to them and ...
- Wed Jan 24, 2018 2:24 pm
- Forum: Logistic Train Network
- Topic: (filter) Inserters take wrong items?
- Replies: 8
- Views: 3869
Re: (filter) Inserters take wrong items?
Your picture shows a loading station, those will never see this effect.
For loading stations filters are only ever set by the constant combinator. Inventory signals from the stop pass through an inverting combinator making all singals negative and unable to set a filter.
Indeed it does, lol. my ...
For loading stations filters are only ever set by the constant combinator. Inventory signals from the stop pass through an inverting combinator making all singals negative and unable to set a filter.
Indeed it does, lol. my ...
- Tue Jan 23, 2018 10:56 pm
- Forum: Logistic Train Network
- Topic: (filter) Inserters take wrong items?
- Replies: 8
- Views: 3869
Re: (filter) Inserters take wrong items?
Okay, the circuit needs extra time to set the filter. I do understand this.
But why the filter inserters work BEFORE they get a filter transmitted? Shouldnt they do nothing without a filter set?
btw ur fix is working fine, still idont get why its behaiving like this. bug in factorio or in LTN ...
- Tue Jan 23, 2018 7:27 pm
- Forum: Logistic Train Network
- Topic: Requester station being used as a provider?
- Replies: 4
- Views: 2815
Re: Requester station being used as a provider?
I've got a station with a lot of surplus ore (green shows 156k),while the request threshold is at 5k and the actual ore request is -20k. The train gets sent there, but because the inserters are set for offloading, nothing happens and the train times out and returns to the depot. Repeat ad infinitum ...
- Tue Jan 23, 2018 8:35 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 378393
Re: MOD [ 0.16.x] Bio-Industries 2.0.6
I can no longer place stone pathways down and the error is pointing at Bio Industries.
Error while running event
Bio_Industries::on_player_built_tile(ID 45)
__Bio_Industries__/control.lua:387:bad argument #1 to 'ipairs' (table expected, got nil)
I'm running Bobs/Angels but am 20 hours in and this ...
Error while running event
Bio_Industries::on_player_built_tile(ID 45)
__Bio_Industries__/control.lua:387:bad argument #1 to 'ipairs' (table expected, got nil)
I'm running Bobs/Angels but am 20 hours in and this ...
- Tue Jan 23, 2018 5:00 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 378393
Re: MOD [ 0.16.x] Bio-Industries 2.0.6
I can no longer place stone pathways down and the error is pointing at Bio Industries.
Error while running event
Bio_Industries::on_player_built_tile(ID 45)
__Bio_Industries__/control.lua:387:bad argument #1 to 'ipairs' (table expected, got nil)
I'm running Bobs/Angels but am 20 hours in and this ...
Error while running event
Bio_Industries::on_player_built_tile(ID 45)
__Bio_Industries__/control.lua:387:bad argument #1 to 'ipairs' (table expected, got nil)
I'm running Bobs/Angels but am 20 hours in and this ...
- Tue Jan 16, 2018 5:26 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 492803
Re: Friday Facts #225 - Bots versus belts (part 2)
one of the wonderful things about factorio is that there is no one way to play. Please do not change this!!!
stop incentivizing one way to play over another. first you do you ad fiat change to both barrels and tankers and now you're (apparently) planning on nerfing bots.
please focus on adding to ...
stop incentivizing one way to play over another. first you do you ad fiat change to both barrels and tankers and now you're (apparently) planning on nerfing bots.
please focus on adding to ...
- Mon Jan 15, 2018 11:10 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195461
Re: [MOD 0.16] Miniloader
This hasn't happened again though, only that time in that save, so maybe you have fixed it by accident :)
Found another problem in the latest version, Upgrade builder damages the entities, they disappear and only a part of the graphics remains that is not selectable:
I have also tested with no ...
- Mon Jan 15, 2018 12:48 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195461
Re: [MOD 0.16] Miniloader
the pasted version to my right, if you click on the loaders above the warehouse that are clearly green wired, you cannot access the circuit network properties without manually replacing and wiring them. In fact they aren't really connected.
Thank you for the save. This problem is a bad ...
- Sun Jan 14, 2018 9:58 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195461
Re: [MOD 0.16] Miniloader
If you could send me the save and reproduction steps, I'd like to see what exactly has ended up in your blueprint that is confusing my scripting, and see if I can work out a fix. Thanks!
Here ya go. link is to a onedrive folder containing 2 3 files.
https://1drv.ms/f/s ...
- Sun Jan 14, 2018 7:04 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195461
Re: [MOD 0.16] Miniloader
Therax:
Thanks for the great mod. Two notes:
1) When updating to 0.15, I did not receive the filter-version recipes for loader technologies I had already researched. i.e. I had yellow and read miniloaders, but did not get the filter recipe for them when migrating.
2) I know you've already ...
Thanks for the great mod. Two notes:
1) When updating to 0.15, I did not receive the filter-version recipes for loader technologies I had already researched. i.e. I had yellow and read miniloaders, but did not get the filter recipe for them when migrating.
2) I know you've already ...
- Sat Jan 13, 2018 11:27 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195461
Re: [MOD 0.16] Miniloader
you must not have read the latest version history. there are seperate versions for filter/unfiltersteinio wrote:Hi,
are these mini loaders really inserters?
Why not just resize the loaders?
It's sad that we must choose for with or without filter and can not have both variations.

- Sat Jan 13, 2018 11:15 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195461
Re: [MOD 0.16] Miniloader
the loaders were placed, with wires :) when i clicked on them to verify the threshold coped I could only access a panel that offered to override the stack inserter count; it didn't let me access the wiring settings until i removed them, manually replaced them and wired them to the pole myself ...
- Sat Jan 13, 2018 11:13 am
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 75585
Re: [MOD 0.12.26] Picker: Easily select items from inventory
is there a way I can adjust things so the mod understands that miniloaders aren't 'dangling undergrounds' (or whatever its called that brings up the bright green circle)? I like that feature but it is misidentifying them. Most likely because of invisible stuff :)
This should no longer be necessary ...
This should no longer be necessary ...
- Fri Jan 12, 2018 9:30 pm
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 395
- Views: 195461
Re: [MOD 0.16] Miniloader
Late last night I ran into a problem with wiring loaders.
i two warehouses each getting 3 yellow belts of stuff.
i wired the first 3 loaders to a pole indiviudally and then the pole to the warehouse.
set each loader to stop at a certain amount.
made a bp of the loaders, removed the other ones by ...
i two warehouses each getting 3 yellow belts of stuff.
i wired the first 3 loaders to a pole indiviudally and then the pole to the warehouse.
set each loader to stop at a certain amount.
made a bp of the loaders, removed the other ones by ...