Search found 155 matches
- Tue Apr 04, 2017 3:05 pm
- Forum: News
- Topic: Friday Facts #184 - Five years of Factorio
- Replies: 87
- Views: 50629
Re: Friday Facts #184 - Five years of Factorio
I have to agree with giving ownership to buildings. It would have the added benefit of being able to have a console command that deletes all structures created by player X.
- Sat Oct 22, 2016 1:36 pm
- Forum: Ideas and Suggestions
- Topic: Story Mode
- Replies: 1
- Views: 2239
Story Mode
I was giving some thought to Factorio's "end game" and had an idea. One thing I really liked about free development games like Rollercoaster Tycoon and Caesar III was presence of individual story "campaigns". Each campaign has a different goal and takes hours to complete. After completing each level ...
- Mon Oct 10, 2016 2:57 pm
- Forum: Combinator Creations
- Topic: Keyboard and Display(s)
- Replies: 2
- Views: 2551
Re: Keyboard and Display(s)
Are you using the bottom left combinator in the input area for the memory functions?
1) Enter letters in the top one at a time.
2) Enter heavy oil = 1 or lube = 1 in the bottom right if you want to change the color of the message.
3) Enter positive green signal in the bottom left combinator to ...
1) Enter letters in the top one at a time.
2) Enter heavy oil = 1 or lube = 1 in the bottom right if you want to change the color of the message.
3) Enter positive green signal in the bottom left combinator to ...
- Sat Oct 08, 2016 12:53 am
- Forum: Combinator Creations
- Topic: Keyboard and Display(s)
- Replies: 2
- Views: 2551
Keyboard and Display(s)
Made a central display board for my base to alert me when outposts, oil, etc are low. To allow easy message creation, I also made a "keyboard". Enter letters one at a time into the constant combinator and the message is converted to text on the display. These messages can then be saved to one of ...
- Wed Sep 28, 2016 6:49 pm
- Forum: Gameplay Help
- Topic: Offshore Pumps not working at 100%
- Replies: 10
- Views: 22188
Re: Offshore Pumps not working at 100%
Hello!
I'm having some trouble with the water supply for my steam engines and would greatly appreciate some assistance!
I currently have three Offshore Pumps - each one is feeding a separate pipeline of the standard 14 Boilers and 10 Steam Engines. In these three pipelines, hovering over the ...
I'm having some trouble with the water supply for my steam engines and would greatly appreciate some assistance!
I currently have three Offshore Pumps - each one is feeding a separate pipeline of the standard 14 Boilers and 10 Steam Engines. In these three pipelines, hovering over the ...
- Mon Sep 19, 2016 4:10 pm
- Forum: Gameplay Help
- Topic: Combinators,Wires and other magic, I need help :)
- Replies: 9
- Views: 3998
Re: Combinators,Wires and other magic, I need help :)
If you put a signal immediately before the train stop and one right after it makes the stop a block of its own. The signal right before the stop could be used instead of the one after.
- Fri Sep 16, 2016 4:58 pm
- Forum: Gameplay Help
- Topic: Combinators,Wires and other magic, I need help :)
- Replies: 9
- Views: 3998
Re: Combinators,Wires and other magic, I need help :)
I wasn't aware they added the ability for train lights to generate circuit network signals. That is indeed a more elegant solution 

- Thu Sep 15, 2016 9:15 pm
- Forum: Gameplay Help
- Topic: Combinators,Wires and other magic, I need help :)
- Replies: 9
- Views: 3998
Re: Combinators,Wires and other magic, I need help :)
This should be doable with two combinators.
1) The best method currently for detecting when a train is at station involves 3 filter inserters pulling fuel out of the locomotive and putting it back in. Inserter 1 pulls fuel into a chest, inserter 2 moves it from chest 1 into chest 2, and inserter 3 ...
1) The best method currently for detecting when a train is at station involves 3 filter inserters pulling fuel out of the locomotive and putting it back in. Inserter 1 pulls fuel into a chest, inserter 2 moves it from chest 1 into chest 2, and inserter 3 ...
- Fri Sep 09, 2016 8:39 pm
- Forum: Gameplay Help
- Topic: Creating a timer
- Replies: 5
- Views: 6386
Re: Creating a timer
Let me get this straight:
Any input signal should be delayed by a certain amount of time (say 5 seconds), before being output. You also want this to happen in parallel for multiple types of signals. However when the input is turned off, do you want the output to turn off immediately, or with a delay ...
Any input signal should be delayed by a certain amount of time (say 5 seconds), before being output. You also want this to happen in parallel for multiple types of signals. However when the input is turned off, do you want the output to turn off immediately, or with a delay ...
- Wed Aug 24, 2016 2:29 pm
- Forum: Gameplay Help
- Topic: Circuit network for science packs
- Replies: 2
- Views: 2819
Re: Circuit network for science packs
The key is to use the pulse signal function of inserters when they are connected to a circuit network.
If you take an arithmetic combinator set to [Everything * 1 | Output Everything], then connect the input to the output you create a pulse counter that can keep a record of every item currently on ...
If you take an arithmetic combinator set to [Everything * 1 | Output Everything], then connect the input to the output you create a pulse counter that can keep a record of every item currently on ...
- Sun Aug 21, 2016 5:03 pm
- Forum: General discussion
- Topic: An assembling machine for every item
- Replies: 11
- Views: 8362
Re: An assembling machine for every item
I actually do something like this in pretty much every game I play. This is a newer game so I'm not producing every item yet, but usually looks something like this:
- Fri Aug 12, 2016 4:29 pm
- Forum: Gameplay Help
- Topic: Trainstation circuit network Signal
- Replies: 2
- Views: 2167
Re: Trainstation circuit network Signal
Currently, train stations cannot send a signal when a train is at the station. You can work around this by making an inserter take fuel from the engine (and another inserter put the fuel back in). Like this, the inserters send a signal when the train is at the station.
- Mon Jul 25, 2016 12:30 am
- Forum: Gameplay Help
- Topic: Need Help: Smart Self Sorting System (S4)
- Replies: 23
- Views: 10989
Re: Need Help: Smart Self Sorting System (S4)
Good point. I don't think both problems can be rectified simultaneously.
- Sun Jul 24, 2016 10:54 pm
- Forum: Gameplay Help
- Topic: Need Help: Smart Self Sorting System (S4)
- Replies: 23
- Views: 10989
Re: Need Help: Smart Self Sorting System (S4)
I believe he wants it so that if the chest is emptied it always grabs the next item (that isn't already in a chest), rather than being a set filter. Though I'm not sure why.
- Sun Jul 24, 2016 10:34 pm
- Forum: Gameplay Help
- Topic: Need Help: Smart Self Sorting System (S4)
- Replies: 23
- Views: 10989
Re: Need Help: Smart Self Sorting System (S4)
Quite interesting and original task, it was very interesting to solve it.
https://giant.gfycat.com/EasyGoldenFlicker.webm
EDIT2:
Here my solution ... work exactly how i need it ... no error and problems. Wuhu!
Could you reupload your blueprint?
Because it contains some "nickel-ore" and I ...
https://giant.gfycat.com/EasyGoldenFlicker.webm
EDIT2:
Here my solution ... work exactly how i need it ... no error and problems. Wuhu!
Could you reupload your blueprint?
Because it contains some "nickel-ore" and I ...
- Sun Jul 24, 2016 5:44 pm
- Forum: Technical Help
- Topic: Game freezes when in background
- Replies: 1
- Views: 1263
Game freezes when in background
Any time i open another application or minimize the game it freezes. I don't think this is a bug since no one else is reporting it. Is this a known issue? Do I need to clear a cache or something?
- Sun Jul 24, 2016 4:20 pm
- Forum: Gameplay Help
- Topic: Need Help: Smart Self Sorting System (S4)
- Replies: 23
- Views: 10989
Re: Need Help: Smart Self Sorting System (S4)
Here's what I ended up with, actually did not use a master register at all.
Counter.PNG
The Decider in the bottom left is [Each > 0 | Each = 1]
-Very simply, outputs a value of 1 for each item in chest. This is sent to the filter inserter as well as the Arithmetic combinator.
The arithmetic ...
Counter.PNG
The Decider in the bottom left is [Each > 0 | Each = 1]
-Very simply, outputs a value of 1 for each item in chest. This is sent to the filter inserter as well as the Arithmetic combinator.
The arithmetic ...
- Sat Jul 23, 2016 12:35 am
- Forum: Gameplay Help
- Topic: Need Help: Smart Self Sorting System (S4)
- Replies: 23
- Views: 10989
Re: Need Help: Smart Self Sorting System (S4)
Ah I made a mistake with how the "Everything" function works. I had to make several changes to get it to work. Glad you got it working though!
- Fri Jul 22, 2016 7:03 pm
- Forum: Gameplay Help
- Topic: Need Help: Smart Self Sorting System (S4)
- Replies: 23
- Views: 10989
Re: Need Help: Smart Self Sorting System (S4)
This can be done with 3 combinators per chest and a two combinator "master" register.
Combinator format: [Input conditions | Output values]
The master register:
1) Create a constant combinator that outputs a signal of 1 for every item you want stored. (Every item in the game) See EDIT 2.
2 ...
Combinator format: [Input conditions | Output values]
The master register:
1) Create a constant combinator that outputs a signal of 1 for every item you want stored. (Every item in the game) See EDIT 2.
2 ...
- Fri Jul 22, 2016 5:43 pm
- Forum: General discussion
- Topic: Circuit network, what do with belt scanner and pulse read mo
- Replies: 4
- Views: 8721
Re: Circuit network, what do with belt scanner and pulse read mo
Pulse mode is used with memory cells.
Connect an arithmetic combinator's output to its input, and set it to "Each + 0, return Each". This makes a basic memory cell. .
Gotta say, most of the time I prefer using deciders set to 'When Red==0, output everything(input count)'. Performs the same ...
Connect an arithmetic combinator's output to its input, and set it to "Each + 0, return Each". This makes a basic memory cell. .
Gotta say, most of the time I prefer using deciders set to 'When Red==0, output everything(input count)'. Performs the same ...