Search found 11 matches
- Fri Aug 05, 2022 11:25 pm
- Forum: Gameplay Help
- Topic: Keep exact # of items in remote chest with circuit network
- Replies: 13
- Views: 7112
Re: Keep exact # of items in remote chest with circuit network
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- Wed Aug 03, 2022 9:33 pm
- Forum: Ideas and Suggestions
- Topic: Logistics bot cargo should count as contents of network.
- Replies: 18
- Views: 7434
Re: Logistics bot cargo should count as contents of network.
The workaround is to build a realistic logistic system with buffers in place to achieve a goal. If the outpost has 10 ammo left, send the train to deliver 200. It will not request another train for a while, even if some are in logi bots. Use active/passive/storage/buffer chests to control the prior...
- Sun Nov 14, 2021 11:15 pm
- Forum: Ideas and Requests For Mods
- Topic: Blueprint modifier
- Replies: 2
- Views: 1233
Re: Blueprint modifier
Any indications this is still the dev plan?
- Sun Nov 14, 2021 11:07 pm
- Forum: Implemented in 2.0
- Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
- Replies: 39
- Views: 9712
- Sun Nov 14, 2021 11:06 pm
- Forum: Implemented in 2.0
- Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
- Replies: 39
- Views: 9712
Re: mark-for-upgrading when blueprinting over fast-replaceable entities
I'm note sure we're understanding each other. What I meant is when I upgrade one entity, I don't always want to upgrade all entities of the same type in all my base. I may want to upgrade just a few entities at strategic locations of my base. The way I'd do it is have N blueprints, one for every st...
- Sun Nov 14, 2021 11:01 pm
- Forum: Implemented for 2.0
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 4294
- Sat Nov 13, 2021 11:19 pm
- Forum: Ideas and Suggestions
- Topic: Deconstructed entities that have an identical blueprint placed on top should have their deconstruction orders removed.
- Replies: 3
- Views: 1457
- Sat Nov 13, 2021 7:56 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 39626
Re: Hotkey to replace existing structures with blueprint
+1
Actually very surprised this isn't already a thing with how polished the game is.
Is this a dev choice, or simply overlooked?
I would settle for a mod.
Actually very surprised this isn't already a thing with how polished the game is.
Is this a dev choice, or simply overlooked?
I would settle for a mod.
- Thu Apr 23, 2020 6:07 pm
- Forum: Gameplay Help
- Topic: Circuit cannot handle more than 2 items at a time.
- Replies: 3
- Views: 1220
Re: [0.18.19] Circuit cannot handle more than 2 items at a time.
Thanks Posila! I had no idea haha. I am new to signals to be honest. I now want to figure out why it works at all with the two item types, but I'll search the wiki some more, thanks again.
- Thu Apr 23, 2020 2:17 pm
- Forum: Gameplay Help
- Topic: Circuit cannot handle more than 2 items at a time.
- Replies: 3
- Views: 1220
Re: [0.18.19] Circuit cannot handle more than 2 items at a time.
Save file can be found at this dropbox link
https://www.dropbox.com/s/vjdjrjk0b4qe5 ... p.zip?dl=0
https://www.dropbox.com/s/vjdjrjk0b4qe5 ... p.zip?dl=0
- Thu Apr 23, 2020 2:12 pm
- Forum: Gameplay Help
- Topic: Circuit cannot handle more than 2 items at a time.
- Replies: 3
- Views: 1220
Circuit cannot handle more than 2 items at a time.
Recently a belt lane balancer was suggested on the factorio subreddit. You can see this post here: https://www.reddit.com/r/factorio/comments/g5jxd0/new_11_belt_balancer_thanks_to_utestsubject173/ A found an issue with it as described here: https://www.reddit.com/r/factorio/comments/g5jxd0/new_11_be...