Search found 12 matches
- Tue May 05, 2026 10:05 am
- Forum: Gameplay Help
- Topic: Train Interrupts
- Replies: 5
- Views: 743
Re: Train Interrupts
This idea saved me, thank you. However ... what other problems you were thinking as a posibility? My system's stress test works well..... no issue. yet.
Nothing in particular, just lingering dull pain regarding station name changes misbehaving in the past. Probably routing issues and such ...
- Mon May 04, 2026 7:11 am
- Forum: Gameplay Help
- Topic: Train Interrupts
- Replies: 5
- Views: 743
Re: Train Interrupts
So I think you may be able to get what you want, if you create some dummy stations with the same name, in which case existing schedules will not change. This may create other problems however...
This idea saved me, thank you. However ... what other problems you were thinking as a posibility ...
- Fri May 01, 2026 9:53 pm
- Forum: Gameplay Help
- Topic: Train Interrupts
- Replies: 5
- Views: 743
Train Interrupts
Hi all,
Can someone help me clarify the Train interrupt working methods?
If I change the name of the station (by mod) it changes the name of the target destination for an Interrupt? Why?
Short simplified brief:
I want to use Standardise Drop off train stations, and I'm using my trains by adding ...
Can someone help me clarify the Train interrupt working methods?
If I change the name of the station (by mod) it changes the name of the target destination for an Interrupt? Why?
Short simplified brief:
I want to use Standardise Drop off train stations, and I'm using my trains by adding ...
- Wed Apr 29, 2026 1:26 pm
- Forum: Gameplay Help
- Topic: Logic circuit design methods
- Replies: 2
- Views: 518
Logic circuit design methods
Hey,
My question is for the experienced and veteran palyers.
Since I'm not a Logic circuit designer guru, I try to look for A.I. platforms to help me figure out the logic circuits and conditions to manage the signals in a way I want.
I just ran into a problem with the tools I have. The AI ...
My question is for the experienced and veteran palyers.
Since I'm not a Logic circuit designer guru, I try to look for A.I. platforms to help me figure out the logic circuits and conditions to manage the signals in a way I want.
I just ran into a problem with the tools I have. The AI ...
- Thu Nov 14, 2024 2:37 pm
- Forum: Combinator Creations
- Topic: 1-Combinator RS-latch
- Replies: 13
- Views: 19666
Re: 1-Combinator RS-latch
This is epic.
you should ask for a 1$ license fee every time when someone using it.
I already owe a full tank gas ...
you should ask for a 1$ license fee every time when someone using it.
I already owe a full tank gas ...
- Mon Oct 21, 2024 2:57 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 619
- Views: 497881
Re: Thank you (Make the dev-team happy today!)
Thank you guys.
You are the best!!
Now, I will need to refresh my CV .... because of the insane amount of 'sick leave'.
Do you know any any company where I could earn money by playing Factorio?
You are the best!!
Now, I will need to refresh my CV .... because of the insane amount of 'sick leave'.
Do you know any any company where I could earn money by playing Factorio?
- Thu Oct 17, 2024 9:24 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 448688
Re: Friday Facts #375 - Quality
Hey All,
Do you know guys how the recycler works? You will get back the 25%, ok. Is it rounded up or down?
If you recycle a higher tier quality item, what would be the outcome?
For example what you get from a recycled Epic Solar panel? (what would be the quality of the outcome? based on the ...
Do you know guys how the recycler works? You will get back the 25%, ok. Is it rounded up or down?
If you recycle a higher tier quality item, what would be the outcome?
For example what you get from a recycled Epic Solar panel? (what would be the quality of the outcome? based on the ...
- Fri Oct 28, 2016 10:09 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 105880
Re: Friday Facts #162 - Theme Art Again
Dear Dev Team,
I'm a very happy player of Factorio since the ~0.11.22 version of the game. I'm that type of person who love the endless optimalisation process. Sometimes it feels a bit like a 'job' but in a really enjoyable meanings.
I have a couple of ideas which are definitely not represent all ...
I'm a very happy player of Factorio since the ~0.11.22 version of the game. I'm that type of person who love the endless optimalisation process. Sometimes it feels a bit like a 'job' but in a really enjoyable meanings.
I have a couple of ideas which are definitely not represent all ...
- Tue Aug 23, 2016 10:57 pm
- Forum: Modding discussion
- Topic: Receipt change - Save/Load game
- Replies: 3
- Views: 2638
Re: Receipt change - Save/Load game
That is correct.DedlySpyder wrote: Did you only change the recipe, but not increase the version number?
The removing and copied back mod files are also solved my issue. Even if it is the most barbarian way.
I believe I will need to learn a lot about modding in the future.
Thanks for your help guys.
- Tue Aug 23, 2016 9:05 am
- Forum: Modding discussion
- Topic: Receipt change - Save/Load game
- Replies: 3
- Views: 2638
Receipt change - Save/Load game
HI all,
I had a newbie question about basic mod changes.
I have a few mods added to my library that give me some fabulous new items. I believe the receipt of one of the new item have some issues about the inputs. I found the way to change the receipt, but i realize even if the factorio load all ...
I had a newbie question about basic mod changes.
I have a few mods added to my library that give me some fabulous new items. I believe the receipt of one of the new item have some issues about the inputs. I found the way to change the receipt, but i realize even if the factorio load all ...
- Sun Sep 06, 2015 11:09 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 172218
Re: [0.11.22/0.12.x][v0.12.4] Bob's Modules.
Hi guys,
I'm a new user of the mod packs so probably I missed something. I use some of the DyTech mods combined with Bob's modules. I thought it could be work easily but I couldn't found any research which alllows the 'Pollution Cleaning Logic Board'. If the tech tree is consistent, the ...
I'm a new user of the mod packs so probably I missed something. I use some of the DyTech mods combined with Bob's modules. I thought it could be work easily but I couldn't found any research which alllows the 'Pollution Cleaning Logic Board'. If the tech tree is consistent, the ...
- Sun Sep 06, 2015 7:19 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Modules.
- Replies: 205
- Views: 172218
Re: [0.11.22/0.12.x][v0.12.4] Bob's Modules.
Hi guys,
I'm a new user of the mod packs so probably I missed something. I use some of the DyTech mods combined with Bob's modules. I thought it could be work easily but I couldn't found any research which alllows the 'Pollution Cleaning Logic Board'. If the tech tree is consistent, the 'Pollution ...
I'm a new user of the mod packs so probably I missed something. I use some of the DyTech mods combined with Bob's modules. I thought it could be work easily but I couldn't found any research which alllows the 'Pollution Cleaning Logic Board'. If the tech tree is consistent, the 'Pollution ...