Search found 7 matches
- Wed Dec 04, 2024 11:22 pm
- Forum: Ideas and Suggestions
- Topic: Requester Chests: Read Contents & Set Requests at the same time
- Replies: 16
- Views: 6525
Re: Requester Chests: Read Contents & Set Requests at the same time
It would be nice if requester chests worked like assemblers in this regard.
- Wed Dec 04, 2024 11:13 pm
- Forum: Ideas and Suggestions
- Topic: Changing/Editing circuit signal or logistic request item should not reset the number value.
- Replies: 1
- Views: 286
Re: Changing/Editing circuit signal or logistic request item should not reset the number value.
It's even worse if you only want to change the quality. So +1 from me.
- Tue Nov 26, 2024 11:29 pm
- Forum: Ideas and Suggestions
- Topic: [2.0] Train interupt - item/fluid wildcard on empty trains
- Replies: 4
- Views: 1920
Re: [2.0] Train interupt - item/fluid wildcard on empty trains
Found myself wanting something like that. At least if the station name (containing the wildcard) is mentioned in the trigger conditions.
That being said there is a simple signal workaround if your train(s) leave from the same distribution station.
Make your Trigger something like:
Trigger (And ...
That being said there is a simple signal workaround if your train(s) leave from the same distribution station.
Make your Trigger something like:
Trigger (And ...
- Tue Nov 19, 2024 7:23 pm
- Forum: Ideas and Suggestions
- Topic: Have quality seeds grow quality plants
- Replies: 21
- Views: 4973
Re: Have quality seeds grow quality plants
One concern is that once you get a few quality seeds, you have unlimited quality fruits and more quality seeds forever.
Quality bacteria are currently balanced by the need for a constant stream of quality consumables in addition to the bacteria themselves. Although this suggestion would also ...
- Mon Sep 28, 2015 10:00 pm
- Forum: Multiplayer
- Topic: [Public|EU] OFFLINE Dedicated Server with Crash Detection
- Replies: 311
- Views: 136445
Re: [Public] Dedicated MP Server with Crash Detection
Same her, (failed to establish connection with peer 88.217.110....)
Maybe someone is on the server but doesn't let udp traffic from other clients through? But not too sure about Factorios networkmodel to be certain about that ...
Maybe someone is on the server but doesn't let udp traffic from other clients through? But not too sure about Factorios networkmodel to be certain about that ...
- Wed Jan 21, 2015 9:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13] Creating a blueprint (The Item) causes desync.
- Replies: 3
- Views: 2130
[0.11.13] Creating a blueprint (The Item) causes desync.
There really is not more to it. Create a blueprint, game immediatly desynced for us every time.
We only tried one map though so not 100% sure if its map specific.
We only tried one map though so not 100% sure if its map specific.
- Mon Dec 15, 2014 11:25 pm
- Forum: Multiplayer
- Topic: Multiplayer IPv6
- Replies: 18
- Views: 31158
Re: Multiplayer IPv6
+1 For IPv6. My provider recently canceled Support for Portforwarding (implemented NAT on the ISP Side) so I can no longer Host games on IPv4