Hello, I was trying to play around with trains and now I'm trying to move the train to specific places, but I found out that the train heads towards a placed entity (placed near the rail, like signals I suppose) but I'm not quite sure of it.
So my questions are, how can I select a single train and ...
Search found 13 matches
- Sun May 16, 2021 6:40 pm
- Forum: Modding help
- Topic: rail-attached entity to move train
- Replies: 1
- Views: 988
- Fri May 14, 2021 9:54 pm
- Forum: Modding help
- Topic: can't copy vanilla locomotive
- Replies: 1
- Views: 882
can't copy vanilla locomotive
Hello, I'm trying to make a little mod and i need to have a copy of the normal locomotive but a little bit more powerful and slower, so I wrote this code:
--data.lua
--====================================
-- defining shunter loco prototype
local shunterLoco = table.deepcopy(data.raw["locomotive ...
--data.lua
--====================================
-- defining shunter loco prototype
local shunterLoco = table.deepcopy(data.raw["locomotive ...
- Mon Sep 02, 2019 1:44 pm
- Forum: Gameplay Help
- Topic: don't understand how lane balancer work
- Replies: 4
- Views: 2052
don't understand how lane balancer work
Hi, I'm building a super smelter and I have to build a bus of 6 lanes to feed the furnaces but looking online for lane balancer I see a lot of types and different shapes, but I still don't understand how it works, any help? 

- Mon Sep 02, 2019 1:16 pm
- Forum: Modding help
- Topic: can't modify module effects
- Replies: 3
- Views: 1313
Re: can't modify module effects
1. Missing comma after pollution = 50.
2. "prototype.module" is not a valid type. If you are using table.deepcopy() you should not change the type anyway.
3. data:extend must be given a table {}.
what I have to write instead of prototype.module?
you mean that I have to write data:extend{item ...
- Mon Sep 02, 2019 11:51 am
- Forum: Modding help
- Topic: can't modify module effects
- Replies: 3
- Views: 1313
can't modify module effects
Hi, I'm trying to make a mod just for learn but I'm stuck trying to modify the effect values, here's the code:
-- copying the default modules
local op_speed_module = table.deepcopy(data.raw.module["speed-module"])
local op_production_module = table.deepcopy(data.raw.module["production-module ...
-- copying the default modules
local op_speed_module = table.deepcopy(data.raw.module["speed-module"])
local op_production_module = table.deepcopy(data.raw.module["production-module ...
- Sun Sep 01, 2019 11:16 am
- Forum: Modding help
- Topic: How can I create a sprite for a new entity?
- Replies: 2
- Views: 1384
How can I create a sprite for a new entity?
Hi, I'm trying to learn how to mod factorio and I don't understand how to make the grapich for a new building. 

- Mon Aug 12, 2019 9:14 pm
- Forum: Gameplay Help
- Topic: 3 Belt splitter
- Replies: 17
- Views: 6494
Re: 3 Belt splitter
In this situation you can just run each lane through 2 splitters. The first will send half of the packs to one belt and the other half to the second splitter. The other splitter will then split the remaining half into quarters.
This isn't a perfect ratio (of course) but for this case it would ...
- Mon Aug 12, 2019 9:11 pm
- Forum: Gameplay Help
- Topic: 3 Belt splitter
- Replies: 17
- Views: 6494
Re: 3 Belt splitter
1) where does space science go? You need 4 belts. Your lines of labs only get 4 of the 6 science packs you have. You need belts on more than one side of the labs.
2) an S or O shaped belt will work nicely. With an O shape you need a ring of labs with and inner and outer ring of 2 belts each so ...
- Mon Aug 12, 2019 1:38 pm
- Forum: Gameplay Help
- Topic: 3 Belt splitter
- Replies: 17
- Views: 6494
3 Belt splitter
Hi, I'm setting up a science pack farm and the output it's a 3 lane bus
But I don't know how to split this bus in 3 more bus (to make 3 lanes of laboratories) but maintaining the alignment of the items, like this
Someone know how to do it?
But I don't know how to split this bus in 3 more bus (to make 3 lanes of laboratories) but maintaining the alignment of the items, like this
Someone know how to do it?

- Sun Jul 28, 2019 12:08 pm
- Forum: Gameplay Help
- Topic: multi decider combinator with only one exit
- Replies: 2
- Views: 1011
Re: multi decider combinator with only one exit
Yeah but I have to output the same signal. The dispatcher signal (of a mod) to make that the train will go to the free station. I want to make that it will go in numerical order. 1, 2, 3, etc of free stations : D
- Sun Jul 28, 2019 11:25 am
- Forum: Gameplay Help
- Topic: multi decider combinator with only one exit
- Replies: 2
- Views: 1011
multi decider combinator with only one exit
Hi, I'm trying to make a system that if station 1 is free returns one, if the second is free returns 2. But if station 1 and 2 are free returns first 1 and when station 1 is occuped returns 2 etc. But I don't know how to make that only one combinator output can go when all other outputs of all other ...
- Wed Jul 24, 2019 11:54 pm
- Forum: Ideas and Suggestions
- Topic: Stack size modifier in the game
- Replies: 3
- Views: 1530
Re: Stack size modifier in the game
How will larger stack sizes benefit the gameplay?
not only larger, if you want you can do it smaller too. Like a sort of personalization to the gameplay.
It will benefit the gameplay when you transport a lot of items around the map with trains, or for storing more items in less space.
without ...
- Wed Jul 24, 2019 6:20 pm
- Forum: Ideas and Suggestions
- Topic: Stack size modifier in the game
- Replies: 3
- Views: 1530
Stack size modifier in the game
I think it is a great idea to make a stack size modifier (like set it to 500 to iron or 200 for coal things like this) for every vanilla item or one multiplier for all items (like multiply by 10 every stack size)
I know that other mods do this but if anyone want to play without mods I think it is ...
I know that other mods do this but if anyone want to play without mods I think it is ...