Search found 25 matches

by VonFlaffenhausen
Sat Nov 16, 2019 7:50 am
Forum: Ideas and Suggestions
Topic: Allow copy content of chest to Circuit Condition of circuit connected inserter
Replies: 10
Views: 304

Re: Allow copy content of chest to Circuit Condition of circuit connected inserter

ssilk wrote:
Sat Nov 16, 2019 6:05 am
Why don’t you just limit the chest stack size?
:)
Cause that is super annoying when you want to clean out your inventory.
I find that a really inelegant way to do limit output.
by VonFlaffenhausen
Fri Nov 15, 2019 10:14 am
Forum: Ideas and Suggestions
Topic: Allow copy content of chest to Circuit Condition of circuit connected inserter
Replies: 10
Views: 304

Re: Allow copy content of chest to filter of circuit connected inserter

valneq wrote:
Thu Nov 14, 2019 10:58 pm
Err … I think using the word filter is a bit confusing then. You want to paste the underground belts into the circuit condition of the inserter, because you don't actually use the filter inserters (purple / white inserters).
You are 100% correct.
by VonFlaffenhausen
Thu Nov 14, 2019 9:39 pm
Forum: Ideas and Suggestions
Topic: Allow copy content of chest to Circuit Condition of circuit connected inserter
Replies: 10
Views: 304

Re: Allow copy content of chest to filter of circuit connected inserter

I thought about copy pasting filter settings because it is one of the things I have to do a lot when creating my mall area Ill typically have an assembler outputting items for me in a chest. To prevent ending up with 2400 undergrounds in a chest, ill set a circuit condition of "Enabled if undergroun...
by VonFlaffenhausen
Thu Nov 14, 2019 7:53 pm
Forum: Ideas and Suggestions
Topic: Allow copy content of chest to Circuit Condition of circuit connected inserter
Replies: 10
Views: 304

Allow copy content of chest to Circuit Condition of circuit connected inserter

TL;DR Allow copy content of chest to Circuit Condition of circuit connected inserter What ? It would be really helpful if we where able to shift-right-click on a chest and then shift-left-click on a circuit network connected inserter to copy the content of the chest as a Circuit Condition to the in...
by VonFlaffenhausen
Fri Jun 07, 2019 10:24 pm
Forum: General discussion
Topic: Manipulating logistics network values not possible?
Replies: 2
Views: 278

Manipulating logistics network values not possible?

I am designing a robot based mall and I want to set the amount of items that need to be created with constant combinators. For instance when creating pumps, ill have combinator with "pump" 50. I then put that in an arithmetic combinator that does * x -1 so the output is -50. I then hook up the inser...
by VonFlaffenhausen
Tue Jun 04, 2019 9:34 pm
Forum: Not a bug
Topic: [0.17.45] Power pole wont connect
Replies: 2
Views: 118

Re: [0.17.45] Power pole wont connect

Oh. Never knew there was a limit.
Sorry.
Thanks for your reaction.
by VonFlaffenhausen
Tue Jun 04, 2019 9:08 pm
Forum: Not a bug
Topic: [0.17.45] Power pole wont connect
Replies: 2
Views: 118

[0.17.45] Power pole wont connect

Hi, I noticed this weird bug in my current game. Sometimes power poles won't connect. I am using some mods but the poles that show this issue are normal unmodded ones. The uploades savegame has me standing right next to a powerpole that does won't connect to the small powerpole. If you remove the bi...
by VonFlaffenhausen
Fri Jan 18, 2019 2:12 pm
Forum: Resolved Problems and Bugs
Topic: When editing Station names, pressing "END" disappears cursor
Replies: 3
Views: 585

Re: When editing Station names, pressing "END" disappears cursor

That is awesome.
Thanks for your continuing hard work!
by VonFlaffenhausen
Mon Jun 18, 2018 5:58 pm
Forum: Gameplay Help
Topic: Is there a way to delete all lamps from my save file?
Replies: 7
Views: 540

Re: Is there a way to delete all lamps from my save file?

Thanks for clarifying.
Too bad, I kind of liked the eye candy :)
by VonFlaffenhausen
Mon Jun 18, 2018 5:37 pm
Forum: Gameplay Help
Topic: Is there a way to delete all lamps from my save file?
Replies: 7
Views: 540

Re: Is there a way to delete all lamps from my save file?

So, when i gave the command, my UPS went back to 60.
Perhaps it was the way i hooked up all the lamps to signals. I have rows of lamps connected to every rail signal. They then turn a different color when a train is on its way.
by VonFlaffenhausen
Mon Jun 18, 2018 11:55 am
Forum: Gameplay Help
Topic: Is there a way to delete all lamps from my save file?
Replies: 7
Views: 540

Re: Is there a way to delete all lamps from my save file?

DaveMcW wrote:

Code: Select all

/c for _,entity in pairs(game.player.surface.find_entities_filtered{name="small-lamp"}) do entity.destroy() end
Thanks a bunch, will report back with the results tonight.
by VonFlaffenhausen
Mon Jun 18, 2018 11:47 am
Forum: Gameplay Help
Topic: Is there a way to delete all lamps from my save file?
Replies: 7
Views: 540

Is there a way to delete all lamps from my save file?

Inspired by This https://www.reddit.com/r/factorio/comments/8mdl33/hexagonal_grid_megabase_proof_of_concept/ post, i ran lamps next to all my rail in my cityblock style attempt at megabase. I am approaching 50K lamps now, but my 1Kspm base is running at 50UPS. Do lamps (in ridiculous amounts) impact...
by VonFlaffenhausen
Thu Jun 14, 2018 8:32 pm
Forum: Resolved Problems and Bugs
Topic: When editing Station names, pressing "END" disappears cursor
Replies: 3
Views: 585

Re: When editing Station names, pressing "END" disappears cursor

Adding to the above, when clicking on the name, the position of cursor does not correspond to the position of the click.
See the attached screenshot.
Again, definitely not game breaking but annoying non the less.

Image
by VonFlaffenhausen
Wed Jun 13, 2018 2:09 pm
Forum: Not a bug
Topic: [0.16.50] Power switch options are changeable from mapview
Replies: 6
Views: 496

Re: [0.16.50] Power switch options are changeable from mapview

Thanks again for your reply.
Valid point. It is indeed useful. What makes the powerswitch different from a constant combinator though? Why the one and not the other?
Kind regards,

VonFlaffenhausen.
by VonFlaffenhausen
Wed Jun 13, 2018 11:53 am
Forum: Not a bug
Topic: [0.16.50] Power switch options are changeable from mapview
Replies: 6
Views: 496

Re: [0.16.50] Power switch options are changeable from mapview

Thank you for the reply.

Out of curiosity, would you care to share the philosophy behind that change?
by VonFlaffenhausen
Tue Jun 12, 2018 2:19 pm
Forum: Resolved Problems and Bugs
Topic: When editing Station names, pressing "END" disappears cursor
Replies: 3
Views: 585

When editing Station names, pressing "END" disappears cursor

Not a mayor bug but something that annoys me every time. I have a bunch of stations, when I need a new one I "plonk" down a BP and click that station name. I then select similar station in the list, press the "end" key and change the name. So "LTN-Iron Ore Provider #04" Would become "LTN-Iron Ore Pr...
by VonFlaffenhausen
Tue Jun 12, 2018 2:11 pm
Forum: Not a bug
Topic: [0.16.50] Power switch options are changeable from mapview
Replies: 6
Views: 496

[0.16.50] Power switch options are changeable from mapview

Hi,

I noticed that I can click a power switch in mapview and interact with it (change the options)
This is not possible for other circuit connected items (Constant combinators, inserters etc). This seems somewhat inconsistent.

This in in the latest expirimental (0.16.50)
by VonFlaffenhausen
Sun Jun 10, 2018 2:05 pm
Forum: Logistic Train Network
Topic: Shouldn't trains be empty at the depot?
Replies: 12
Views: 4116

Re: Shouldn't trains be empty at the depot?

As a simple help, just set all depots like this: station (itself) -> decider combinator -> LTN station lamp Set the station to output cargo Set the combinator to "everything = 0" output "Depot 1" This way a train arriving at the depot with loaded item will not leave (LTN itself clears the path to o...
by VonFlaffenhausen
Sat Jun 02, 2018 2:58 pm
Forum: Not a bug
Topic: [0.16.16] Productivity modules, Nuclear fuel
Replies: 4
Views: 856

Re: [0.16.16] Productivity modules, Nuclear fuel

Came here looking for this answer.
What is mildly confusing though, is that the crafting tab that lists nuclear fuel is called "Intermediate Products"

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