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: 1592
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: 1592
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: 1592
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 ...
I can see that the ArithmeticCombinator prototype has input_connection_points and output_connection_points which are ...
- 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: 2423
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 ...
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 ...
- 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: 2423
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 machine and ...
I realise "enough" is a rather difficult concept here, as an inserter can put half a dozen of something into a machine and ...
- 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: 8141
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: 1302
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 ...
Here's my latest iteration ...
- Fri Jan 01, 2021 9:06 pm
- Forum: Gameplay Help
- Topic: Problem reading hand / belt contents
- Replies: 2
- Views: 1172
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: 1172
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 ...
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 ...
- Tue Mar 31, 2020 9:34 am
- Forum: Technical Help
- Topic: [0.18.17] Random freezes on linux - possibly during save
- Replies: 1
- Views: 894
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: 894
[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 ...
- Mon Jun 25, 2018 11:18 am
- Forum: Gameplay Help
- Topic: Vehicle stuck over resources
- Replies: 6
- Views: 2872
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: 2872
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 ...
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: 1016
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 = "ore ...
There's a setting which is declared in settings.lua like this:
data:extend{
{
type = "string-setting",
name = "railloader-allowed-items",
default_value = "ore ...