Search found 48 matches: logistic build gate

Searched query: +logistic +build +gate

by GulaschLulatsch
Mon Nov 04, 2024 9:52 pm
Forum: Duplicates
Topic: [2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled)
Replies: 11
Views: 1264

[2.0.14] Train with a single scheduled station (that exists multiple times) fails to leave station (even if disabled)

... with the same name (In this case triggered by a gate when a player walks close by).

Expected ... savefile with the scheduled train.

I want to build a player "taxi" train around my base, using ... the desired behaviour that does not involve logistic wires connected everywhere, dozens of PAX ...
by Anlide
Fri Oct 06, 2023 3:44 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Giga-factory v1.0 (screenshots 1.2 Gb ! )
Replies: 7
Views: 6797

Re: Giga-factory v1.0 (screenshots 1.2 Gb ! )

... other into gas + diesel + fuel oil.
4. We can build a workshop that will process oil into gas using ... txt



------ Three components ------
---Gate ---

https://anlide.online/factorio/small ... https://anlide.online/factorio/small/logistic-chest-requester.png
Blueprint: https://anlide ...
by FactorioBot
Mon Feb 15, 2021 9:26 pm
Forum: Releases
Topic: Version 1.1.22
Replies: 9
Views: 14382

Version 1.1.22

Optimizations

Improved performance when building blueprints in multiplayer. (https://forums ... Fixed missing status for wall controlling gate by circuit network. (https://forums.factorio.com ... com/96053)
Fixed that enter to confirm a logistic request count didn't work. (https://forums ...
by Shenpen
Thu Jan 14, 2021 11:34 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.9] Crash: Error ElectricPole.cpp:1396: Inverse connection to ElectricPole missing.
Replies: 7
Views: 5732

[kovarex] [1.1.9] Crash: Error ElectricPole.cpp:1396: Inverse connection to ElectricPole missing.

... 2

0.001 2021-01-14 12:31:12; Factorio 1.1.9 (build 57646, win64, full)
0.001 Operating system ... Core"] = "1.1.0",
["FactorioExtended-Plus-Logistics"] = "1.1.0",
["FactorioExtended-Plus ... adding stacked version of gate
12.036 Script @__DeadlockStackingForVanilla ...
by Commander
Sun Jan 10, 2021 6:23 am
Forum: Resolved Problems and Bugs
Topic: [Lou][1.1.8] Crash loading save: "Error ElectricPole.cpp:1374: inverseConnectionExists was not true"
Replies: 4
Views: 3325

[Lou][1.1.8] Crash loading save: "Error ElectricPole.cpp:1374: inverseConnectionExists was not true"

... 0.003 2021-01-10 02:45:19; Factorio 1.1.8 (build 57537, win64, full)
0.003 Operating system ... Bottleneck__/settings.lua:191: out_of_logistic_network - off none
0.540 Script @__Bottleneck ... adding stacked version of gate
12.347 Script @__DeadlockStackingForVanilla ...
by FactorioBot
Mon Nov 23, 2020 8:29 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 160313

Version 1.1.0

Major Features

Added logistic requests to spidertron.
Train stop allows to set limit of incoming ... blueprint flipping.
Transport belt drag building is locked into a line, can be turned off by ... tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate"
Internal spidertron specification in ...
by Rseding91
Sat Nov 21, 2020 9:51 pm
Forum: Modding discussion
Topic: [1.1.0] Mod related changelog
Replies: 5
Views: 3252

[1.1.0] Mod related changelog

... tanks"->"tank", "stone-walls"->"stone-wall", "gates"->"gate"
Internal spidertron specification in ... entities.
Removed the "auto-character-logistic-trash-slots" modifier and forceDataValues. The ... connectable prototypes so it is not possible to build the entities in overlapping positions. (https ...
by gGeorg
Tue Jun 09, 2020 9:04 am
Forum: Gameplay Help
Topic: [0.18.30] Wired circuit connection not working after logistic connection
Replies: 6
Views: 2001

Re: [0.18.30] Wired circuit connection not working after logistic connection

... is the default so circuit condition and logistic condition build an AND gate.
When I found this feature (few month ago) I was suprised that is not highlighted anywhere. Option to add 2 conditions on a single inserter could simplify some creation a lot.
If you can, would you add a note to the wiki ?
by Loewchen
Mon Jun 08, 2020 6:00 pm
Forum: Gameplay Help
Topic: [0.18.30] Wired circuit connection not working after logistic connection
Replies: 6
Views: 2001

Re: [0.18.30] Wired circuit connection not working after logistic connection

There is no priority, "enabled" is the default so circuit condition and logistic condition build an AND gate.
by bobingabout
Wed Jan 22, 2020 10:44 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 67229

Re: [0.18.x] Bob's Mods: General Discussion

... to Fluid burning.
Added Steel processing and Logistic science pack as prerequisite to Automation 2 ... Power core.
Added new T2 classes, Balanced 2, Builder 2, Fighter 2, Miner 2, Engineer and ... 3 if needed
Added electronics prerequisite to gates technology.


Enemies 0.18.0:
Fixed icons (you ...
by keyboardhack
Sat Nov 17, 2018 4:46 am
Forum: News
Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
Replies: 192
Views: 99939

Re: This game sucks and you are bad devs.

... of the circuit network extension (power switch, gate, train station, accumulator and logistic network integration to circuit network)
Additional train conditions (wait until full, wait until empty, wait ... MP games via a central location)
Better rail building
Better train managing possibilities ...
by SkullTitsGaming
Sat Oct 27, 2018 5:26 am
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 263309

Re: Friday Facts #266 - Cleanup of mechanics

... of red science was "hey, sometimes you have to build intermediate products. Green science teaches ... came to Factorio because I found a game about logistics management that wasn't simply a basic Logic Gate Simulator like Redstone in Minecraft. I wanted mechanisms that ran continuously until met with the ...
by Anson
Sat Oct 13, 2018 1:02 pm
Forum: Mods
Topic: [0.16] Logistic Carts
Replies: 54
Views: 35932

Re: [0.16] Logistic Carts

... also be nice, but when i tried to use walls and gates, the carts couldn't open gates (unless i was in ... closes. the alternative would be to use red logistic signals to stop carts which is easy to do IF ... and blueprints, eg of my attempts to build a beltless mining site, and some tileable ore ...
by Tyras
Fri Jun 08, 2018 5:06 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: The Wall of Gun
Replies: 4
Views: 8674

The Wall of Gun

The simplest way to build a wall to keep the Biters out it to use a single wall with a double row of ... to earn the Lazy Bastard, Raining Bullets, Logistic Network Embargo, and Steam All The Way ... section, an inverse corner section, an entrance gate section, and the all-important ammo port section ...
by Phaune
Wed Jan 17, 2018 8:31 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 470916

Re: Friday Facts #225 - Bots versus belts (part 2)

In Baldur's gate, you start at level 1 and you are very weak. Almost every monster is a challenge and ... is the power, as they just provide stronger logistics. The second is that they free you from having ... a bot based is built, the next step could be to build several of them in an automatic manner on the ...
by LiWa
Mon Jan 15, 2018 9:45 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 470916

Re: Friday Facts #225 - Bots versus belts (part 2)

... like the Death Spell comparison from Baldur's gate with the logistic robots!
---> PLS USE IT ;)

Eg: Make/add high tier late game components that are too big/heavy to be transported by (little flying ... Eg. right now it feels too easy to build rocket parts when you already have production ...
by scali
Sat Jan 13, 2018 12:35 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 470916

Re: Friday Facts #225 - Bots versus belts (part 2)

... the discussion of the Death spell in Baldur's Gate acting as a big point of progression. What it ... to providing fluids / power, X requires N Logistic Bots to work the assembler, and bots degrade ... ramp / off-ramp structure) that allows you to build X belts on top of each other? A Feeder belt ...
by Tricorius
Tue Jan 09, 2018 2:18 am
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 441879

Re: Friday Facts #224 - Bots versus belts


Removing logistics bots from the game (Twinsen)

During more boring FFF, I like to do these gameplay ... a "bot hater". I believed it trivialized base building and managing belts. I also believe that ... of things. It does feel like a huge progression gate when you unlock them. They definitely add a ...
by Frightning
Fri Jan 05, 2018 9:50 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 441879

Re: Friday Facts #224 - Bots versus belts

... bots do add something to the game: Trying to build a 1000SPM base without them would be so much ... remove them. I do think it was a good move to gate them behind late game tech, because they are ... about the same' then that really isn't even logistic bots' fault, but rather the fault of modules ...
by cinderblock
Wed Dec 27, 2017 8:40 am
Forum: Show your Creations
Topic: Tank and Car Filler
Replies: 0
Views: 3654

Tank and Car Filler

TL;DR Inserter detects incoming vehicle and gates it until overflow to trunk, at which point a second ... KironaDragon's on reddit: I figured out how to build an automatic car rearm/refuel station! No mods ... Ideally, the feeder chests are filled via logistic robots and always have some space for the ...

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