I really don't know
but may be AI-Vehicles or such a mod capable of doing something like this ?
in my mind :
Put a beacon into your backpack and choose some AI-Vehicles to follow the beacon around ?
Search found 272 matches
- Sat Jun 15, 2019 9:56 am
- Forum: Implemented mod requests
- Topic: Disable passengers in car
- Replies: 6
- Views: 1921
- Mon May 27, 2019 4:56 pm
- Forum: Mods
- Topic: [MOD 0.17+] Packing mod (WIP)
- Replies: 0
- Views: 857
[MOD 0.17+] Packing mod (WIP)
Title: Packing Short Description: Do you ever wondered why so sensitive items are open in the wild and totally exposed to the environment, biters and decompostion, fear not here is the mod which will protect this all and keep the items in mint condition. Mod State: Experimental / early alpha. Depen...
- Mon May 13, 2019 9:52 am
- Forum: Gameplay Help
- Topic: Handling 7 Science Paks
- Replies: 36
- Views: 16724
Re: Handling 7 Science Paks
i feed one lab from two sides (-> max 3x2x2 paks) and then let the inserters carry on the paks to the other labs.
granted the reseach will be somewhat slower, because some paks will be fetched from labs to other labs but - how cares about speed in research ?
granted the reseach will be somewhat slower, because some paks will be fetched from labs to other labs but - how cares about speed in research ?
- Sat May 04, 2019 8:17 am
- Forum: News
- Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
- Replies: 124
- Views: 60901
Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
so here are my two cents.... I don't know about marketing, but with this game it was about absolutely right for me.... I won't buy a game out of curiosity, but with the demo on hand to get a nice grip on the game it was a no brainer for me..... I personally won't buy a game which forces me to wait t...
- Fri May 03, 2019 10:50 pm
- Forum: Modding help
- Topic: Help with this code
- Replies: 4
- Views: 1605
Re: Help with this code
Thanks, that was very helpfull..
Which forum would be then the correct ?
Which forum would be then the correct ?
- Thu May 02, 2019 10:40 pm
- Forum: Modding help
- Topic: Help with this code
- Replies: 4
- Views: 1605
Help with this code
I want to filter some recipes, here for the recipe engine-unit. And following all ohter recipes which uses the engine-unit. For now i do only print to log, but if it will work i want to add something to the engine unit recipe and following all recipes also But the code fails me, it even prints to lo...
- Fri Apr 19, 2019 10:27 am
- Forum: Gameplay Help
- Topic: harsher world settings
- Replies: 1
- Views: 822
harsher world settings
Hello, i just plan my next game and i want to use a setting which should be more harshly as the standart in terms of biters & environment.... As i looked at some mods for biters and such i want to use : * nightfall * alien biomes * natural evolution * rampant I just don't know if there are other...
- Wed Apr 17, 2019 9:45 pm
- Forum: Pending
- Topic: Possible bug with train shedule
- Replies: 2
- Views: 990
Possible bug with train shedule
Hello, i may have stumbled at a bug with trains - sheduling/enable station..... I have some trains which throws a 'no path' in mid travel... This trains have only two stations oil load (3 stations, all the same name) and oil drop off (one station). oil drop off condition is : when empty oil load con...
- Sun Apr 14, 2019 8:52 am
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 3917
Re: Question on optimisation
i did it also made huge storage areas in my first game..... But i found it easier to just plan around the ore-patches and use them in priority. I think most of the the time there is enough to be done to have the needed patches to get empty.... On secund thought, the farter out the patches the richer...
- Sun Apr 14, 2019 8:38 am
- Forum: General discussion
- Topic: Question on optimisation
- Replies: 13
- Views: 3917
Re: Question on optimisation
Hello,
i would suggest to work as far as possible without any storage, except some small spike-storages (like to fill atrain or for a production which don't has a continius input).....
Its best to have a continous flow of resources.....
i would suggest to work as far as possible without any storage, except some small spike-storages (like to fill atrain or for a production which don't has a continius input).....
Its best to have a continous flow of resources.....
- Sat Apr 13, 2019 8:12 am
- Forum: Ideas and Suggestions
- Topic: Expand Factorio
- Replies: 1
- Views: 685
Re: Expand Factorio
Hello, for most of your suggestions there are actually mods. I would suggest to look at the mods and install some https://mods.factorio.com/ example ( i don't know all of them) : https://mods.factorio.com/mod/Colonists https://mods.factorio.com/mod/WormAttack https://mods.factorio.com/mod/Bio_Indust...
- Sun Apr 07, 2019 8:49 am
- Forum: Gameplay Help
- Topic: targeting behemoth biter/spiters
- Replies: 4
- Views: 1382
targeting behemoth biter/spiters
Hello, i have a question for targeting the behemoth biters..... I use no lasers currently and make my defences with gun turrets. As vor now the 'explosive bullet' can take care of small & medium biters, i want to use the uranium bullet especially for the behemots. -> can i target a class of bite...
- Thu Apr 04, 2019 10:19 am
- Forum: Ideas and Suggestions
- Topic: Bots should help lay rails.
- Replies: 11
- Views: 2817
Re: Bots should help lay rails.
I think it does if you're ghost placing in smart track mode, but not if you're in direct placement mode. Also, I do miss being able to just place curves directly. It does. Every time I'm laying tracks and hit a forest I have to switch to ghost placing in smart track mode. Placing curves in a forest...
- Tue Mar 26, 2019 10:34 pm
- Forum: Modding help
- Topic: deep copy a existing item
- Replies: 2
- Views: 845
deep copy a existing item
Hello, i just have the question how do i 'deep-copy' a chemical-plant ? it seems i did not understand it full I want to make a true heat exchanger (i find it best to use the chemical plant because its a decent size and have all the input/output definitions.....) ------------- This works so far -----...
- Tue Mar 26, 2019 3:30 pm
- Forum: Ideas and Suggestions
- Topic: just some observations on 0.17
- Replies: 1
- Views: 693
just some observations on 0.17
Hello all, i recently launched my first rocket with a satellite. I did a pure base run with the achievements : raining-bullets, steam all the way, lazy-bastard, and one which slipped me and was not intended The 0.17 is definitely better as the 0.16 in terms of playabiltiy and focus on automation/pro...
- Mon Mar 25, 2019 11:33 am
- Forum: Gameplay Help
- Topic: How to make a train limiter?
- Replies: 8
- Views: 2666
Re: How to make a train limiter?
I would place a constant combinator to the trainstop desired The constant combinator will output the desired ore number(s) in negative terms. So then wire this combinator & the number of ore in the system to the trainstop and disable/enable the trainstop (e.g. -500.000 -> if in the system are le...
- Thu Mar 14, 2019 3:49 pm
- Forum: Balancing
- Topic: 0.16 -> 0.17 Yellow tech science
- Replies: 8
- Views: 4094
- Wed Mar 13, 2019 1:53 pm
- Forum: Ideas and Suggestions
- Topic: Transport Energy [Batteries]
- Replies: 18
- Views: 4409
- Mon Mar 11, 2019 11:26 pm
- Forum: Gameplay Help
- Topic: Adding stations to a train schedule...
- Replies: 4
- Views: 3062
Re: Adding stations to a train schedule...
*face palm*
tried and clicked everywhere but not there
tried and clicked everywhere but not there
- Sat Mar 09, 2019 8:28 am
- Forum: Ideas and Suggestions
- Topic: Change Factorio's numeric versionning system
- Replies: 38
- Views: 9714
Re: Version 0.17.8
0.17.9 + 0.0.1 is not 0.18.0, it's 0.17.10. Same for 0.17.99->0.17.100, and onward forever. The max value for each version is 65535, So technically after 0.17.65535, we really have no choice but to make it 0.18.0 (Or maybe it would overflow back to 0.17.0) from a just crytography/computer POV one c...