Search found 11 matches

by Skjolbir
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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by Skjolbir
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...
by Skjolbir
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?
by Skjolbir
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

Re: mark-for-upgrading when blueprinting over fast-replaceable entities

Koub wrote: ↑
Thu Oct 08, 2020 9:41 am
Boppiej wrote: ↑
Thu Oct 08, 2020 5:31 am
Agree, or mark for deconstruct or upgrade, i assume?
Absolutely : place the ghosts that can be placd as is, fast-replace/upgrade what can be, and finally mark for deconstruction and setup a ghost for the rest.
The dream
by Skjolbir
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...
by Skjolbir
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.
by Skjolbir
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.
by Skjolbir
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...

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