Search found 6 matches
- Tue Nov 12, 2024 6:04 am
- Forum: Combinator Creations
- Topic: Kovarex Enrichment: Tile-able, self starting, no buffer, beaconed
- Replies: 0
- Views: 397
Kovarex Enrichment: Tile-able, self starting, no buffer, beaconed
There is no timing dependencies. All states within the logic are contiguous and. Transitions from one state to another are entirely driven from the variables within the state. Machines will only have an internal buffer of 80, 40 for the current craft & 40 for the next craft such that there is no...
- Sat Nov 09, 2024 8:05 am
- Forum: General discussion
- Topic: Dissapointed Space Age doesn't do Space correctly
- Replies: 34
- Views: 2756
Dissapointed Space Age doesn't do Space correctly
I usually stay away from space games since they tend to be pretty unimmersive due to space not being implemented correctly. Had pretty high hopes for Space Age (guessing its the same in the mod, but I haven't played that), and I get every game doesn't need to be Kerbal Space Program, but I wish we c...
- Tue Oct 22, 2024 4:15 am
- Forum: Gameplay Help
- Topic: Can you disable the "snap to straight" belt feature?
- Replies: 7
- Views: 651
Can you disable the "snap to straight" belt feature?
I cannot find the settings for a toggle or to disable it. I really hope its not a forced "always on" because the use case for this is pretty niche imo. If it is forced, anyone know a mod to disable it? Its super unproductive...
- Fri Jun 05, 2020 1:21 am
- Forum: Modding help
- Topic: Need a solution to getting cursor position while in map view
- Replies: 2
- Views: 967
Need a solution to getting cursor position while in map view
Context: I want to chart an area of choice on the map. Since there is no cursor.position information available to us (I would love to be wrong here), I've been led to believe that using events would be the easiest way to get this information (since the event would be at the cursor location). I've tr...
- Thu Jun 04, 2020 6:25 am
- Forum: Ideas and Requests For Mods
- Topic: Creating additional capsuleAction types
- Replies: 0
- Views: 591
Creating additional capsuleAction types
Hey guys, working on my first factorio mod, so this is my first experience with lua and its implementation by wube. I'm not sure where I can start looking for adding additional capsuleAction types. I'm assuming how the artillery-remote capsule action works / modifying it is not something open to mod...
- Tue Jun 26, 2018 12:43 am
- Forum: Combinator Creations
- Topic: Precise Controll Over Inserter Output to Reduce Belt Buffer
- Replies: 1
- Views: 1960
Precise Controll Over Inserter Output to Reduce Belt Buffer
Hello. I recently came across a unique problem in factorio, and upon finding a nice solution I thought it would be beneficial to the community as I found little help when searching online. This post will hopefully explain how to make an inserter of your choice inserting onto a belt only operate whil...