Search found 14 matches
- Mon Mar 06, 2023 2:30 pm
- Forum: Modding help
- Topic: Can I create a combinator with multiple input/output connection points?
- Replies: 4
- Views: 987
Re: Can I create a combinator with multiple input/output connection points?
Just noticed that Compakt Circuit mod does this somehow, will have to have a look.
- Wed Feb 01, 2023 4:34 pm
- Forum: Modding help
- Topic: Can I create a combinator with multiple input/output connection points?
- Replies: 4
- Views: 987
Re: Can I create a combinator with multiple input/output connection points?
This is how LTN does its stations, right? I was looking there to see how they did it.You have to use multiple entities if you want more connections.
- Tue Jan 31, 2023 5:30 pm
- Forum: Modding help
- Topic: Can I create a combinator with multiple input/output connection points?
- Replies: 4
- Views: 987
Can I create a combinator with multiple input/output connection points?
Is it possible to create a combinator with more than one input connection point or more than one output connection point? Or is it limited to having different red and green outputs? I can see that the ArithmeticCombinator prototype has input_connection_points and output_connection_points which are e...
- Thu Jan 05, 2023 9:13 am
- Forum: Modding discussion
- Topic: How to find out the ingredients an assembling machine is missing?
- Replies: 2
- Views: 992
Re: How to find out the ingredients an assembling machine is missing?
Thanks! I hadn't thought of trying to do this with an inventory sensor. I've already crossed the bridge of making a custom version of the recipe combinator so was trying to achieve this with a custom crafting combinator. From what you've said, it should be possible to use: local recipe = assembler.g...
- Wed Jan 04, 2023 5:30 pm
- Forum: Modding discussion
- Topic: How to find out the ingredients an assembling machine is missing?
- Replies: 2
- Views: 992
How to find out the ingredients an assembling machine is missing?
Once I've got a reference to an assembling machine, is there a way to find out what ingredients it needs to craft its current recipe that it doesn't already have enough of? I realise "enough" is a rather difficult concept here, as an inserter can put half a dozen of something into a machin...
- Mon Jan 02, 2023 11:19 am
- Forum: Minor issues
- Topic: [0.10.11][linux] copying/cuting text out of command console
- Replies: 4
- Views: 7612
Re: [0.10.11][linux] copying/cuting text out of command console
Similar problems here. I can't find a way to paste from the system clipboard into the "import string" dialog.
Edit: Scratch that. I remap caps-lock to control in GNOME but factorio doesn't respect the GNOME key mappings. Ctrl+V with a real control key works.
Edit: Scratch that. I remap caps-lock to control in GNOME but factorio doesn't respect the GNOME key mappings. Ctrl+V with a real control key works.
- Tue Jan 05, 2021 9:21 pm
- Forum: Logistic Train Network
- Topic: Simplest loading and unloading design?
- Replies: 0
- Views: 1097
Simplest loading and unloading design?
I'm a bit new to LTN. I'm playing a game that has Bob's, warehousing, LTN and miniloaders. I'm trying to design an industrial station where a warehouse stores all the inputs and outputs and trains can either load or unload as the trains orders dictate. I'm having trouble. Here's my latest iteration ...
- Fri Jan 01, 2021 9:06 pm
- Forum: Gameplay Help
- Topic: Problem reading hand / belt contents
- Replies: 2
- Views: 920
Re: Problem reading hand / belt contents
Yep, good call. Thanks.
- Fri Jan 01, 2021 7:33 pm
- Forum: Gameplay Help
- Topic: Problem reading hand / belt contents
- Replies: 2
- Views: 920
Problem reading hand / belt contents
I'm running factorio 1.0.0 on linux 64-bit. I have a fair selection of mods installed, including most of bob's, LTN, but also maybe ten others. I'm seeing a problem where the contents of a belt or hand are not read reliably. This structure demonstrates the problem: https://pastebin.com/McUVYcNu Ther...
- Tue Mar 31, 2020 9:34 am
- Forum: Technical Help
- Topic: [0.18.17] Random freezes on linux - possibly during save
- Replies: 1
- Views: 748
Re: [0.18.17] Random freezes on linux - possibly during save
Should add that this has started happening in the last week or so.
- Sun Mar 29, 2020 12:28 pm
- Forum: Technical Help
- Topic: [0.18.17] Random freezes on linux - possibly during save
- Replies: 1
- Views: 748
[0.18.17] Random freezes on linux - possibly during save
I'm seeing factorio freeze randomly on Ubuntu 19.10. There's no apparent pattern; there's nothing in particular that I'm doing at the time. It is possible that it's a crash just at the start of saving; I've had it happen once just as I press the Save button and it's never happened soon after an auto...
- Mon Jun 25, 2018 11:18 am
- Forum: Gameplay Help
- Topic: Vehicle stuck over resources
- Replies: 6
- Views: 2383
Re: Vehicle stuck over resources
Yes! Thanks.
- Mon Jun 25, 2018 8:53 am
- Forum: Gameplay Help
- Topic: Vehicle stuck over resources
- Replies: 6
- Views: 2383
Vehicle stuck over resources
I feel a bit stupid, but... My flying fortress has run out of fuel over a uranium field. It seems the mouse pointer only switches to the state where you can select the flying fortress if there's nothing else underneath it; since there is uranium everywhere underneath it, I can't select it to refuel ...
- Mon Feb 19, 2018 1:57 pm
- Forum: Modding help
- Topic: Mod settings not working?
- Replies: 1
- Views: 866
Mod settings not working?
I'm brand new to modding and trying to figure out why someone else's mod isn't working, so sorry if this is a daft question. There's a setting which is declared in settings.lua like this: data:extend{ { type = "string-setting", name = "railloader-allowed-items", default_value = &...