Search found 85 matches

by Lemlin
Fri Nov 04, 2016 10:07 am
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16040

Re: Resource depletion detector

I like your idea solution I might try it in my current save. Cons: - If no stations have above the specified amount, train will go to any red station and hold until it opens up. Stuck forever if outpost is depleted. You could tell the train to wait at the unloading station until circuit condition is...
by Lemlin
Wed Nov 02, 2016 7:53 pm
Forum: Implemented Suggestions
Topic: Add support storage chests that are emptied when needed
Replies: 12
Views: 5548

Re: Add support storage chests that are emptied when needed

I think the behavior as it´s explained (and tested) is good enough. Logistics bots, which usually doesn´t have the same demand to do their task quickly, prioritize to clear the storage chest over passive provider chests. This helps the construction bots to have some space somewhere to place their de...
by Lemlin
Mon Oct 31, 2016 8:19 am
Forum: Ideas and Requests For Mods
Topic: [MOD REQUEST] Auto-Paving BP Placer Machine
Replies: 7
Views: 2249

Re: [MOD REQUEST] Auto-Paving BP Placer Machine

Mooncat wrote: Meanwhile, I found this mod for 0.12: viewtopic.php?f=93&t=18932
Maybe someone can ask for permission and update it. ;)
That mod was great, I really want something similar for 0.14.
The dev said in his last post that anyone is free to copy & update the mod.
by Lemlin
Fri Oct 28, 2016 6:28 pm
Forum: Ideas and Suggestions
Topic: Allow reading total robots by type in logistics network
Replies: 14
Views: 4752

Re: Allow reading total robots by type in logistics network

In a previous save I simply added a big power pole, a filter inserter + a provider chest to a roboport blueprint and placed them in a couple of strategical places. I then connected a green wire between them and added a combinator logic to the network to tell the inserters which bot(s) to pick from t...
by Lemlin
Thu Oct 27, 2016 1:53 pm
Forum: Bob's mods
Topic: Bob's Logistics
Replies: 9
Views: 3407

Re: Bob's Logistics

Do you have this tab in your save?
Image

Does anything else from Bob logistics show úp in the game?
by Lemlin
Thu Oct 27, 2016 9:42 am
Forum: Bob's mods
Topic: Bob's Logistics
Replies: 9
Views: 3407

Re: Bob's Logistics

Tier 4 and 5 belts etc isn´t in the same tab/category as the other belts, at least not in my game. Look around and you might find them.
by Lemlin
Tue Oct 25, 2016 12:16 pm
Forum: Gameplay Help
Topic: How to solve this train track problem
Replies: 3
Views: 1386

Re: How to solve this train track problem

You need to replace some of the signals in the crossing.

Place chain signals before and inside the crossing, and a normal signal after the crossing.
by Lemlin
Mon Oct 24, 2016 7:51 pm
Forum: Gameplay Help
Topic: How to fill up outpost?
Replies: 9
Views: 3622

Re: How to fill up outpost?

Build one next to the first one and connect it with a green wire to the first one.
by Lemlin
Mon Oct 24, 2016 9:25 am
Forum: Gameplay Help
Topic: How to fill up outpost?
Replies: 9
Views: 3622

Re: How to fill up outpost?

Easy to do with vanilla items and some combinator magic. 1. Build a constant combinator and input the number of items you wish to have stored in the outpost. (As an example, 10 ammo) http://imgur.com/Hm4hnii.png 2. Build a arithmetic combinator, connect the output from the arithmetic combinator and ...
by Lemlin
Sat Oct 22, 2016 1:22 pm
Forum: Mods
Topic: [MOD 0.13.x] Assembly Zero 0.1.3
Replies: 11
Views: 6122

Re: [MOD 0.13.x] Assembly Zero 0.1.3

British_Petroleum wrote:Please update for 0.14! i miss this mod
BlindEvil wrote:plz update mod, we cann`t update server cos we love it, and cann`t play with out it
You can update the info.json to make it work with 0.14

I uploaded mine, just replace the current one in the mod.
by Lemlin
Wed Oct 19, 2016 6:48 am
Forum: Ideas and Requests For Mods
Topic: [Request] Hard Storage
Replies: 3
Views: 1744

Re: [Request] Hard Storage

We also have https://mods.factorio.com/mods/anoyomouse/Warehousing with two types of warehouses
by Lemlin
Tue Oct 18, 2016 1:34 pm
Forum: Gameplay Help
Topic: Train waiting bays unused
Replies: 18
Views: 10762

Re: Train waiting bays unused

With so many trains I would have added a series of prestations (with the same name) for the trains to pass, in 4-5 lanes and capable of holding 2-4 trainsets in a row. From the train stations I would have built a dual track to the unloading bays and divided the number of bays between them. The dual ...
by Lemlin
Tue Oct 04, 2016 10:00 pm
Forum: Balancing
Topic: Wires should not be consumed
Replies: 10
Views: 4140

Re: Wires should not be consumed

Small poles require wires to be crafted, so there you have the wire cost included.
Bigger poles kind of have it included too as they have copper plates in their recipe.
by Lemlin
Tue Oct 04, 2016 9:52 pm
Forum: Balancing
Topic: Use for Fish
Replies: 5
Views: 4248

Re: Use for Fish

I once used fish as signal in my circuit network. Perfect since I never have it stored.
One of my unfinished projects is to use fish as a "ticket" to call a train to a specific station.
by Lemlin
Sun Oct 02, 2016 8:38 pm
Forum: General discussion
Topic: Single Belt System
Replies: 5
Views: 2692

Re: Single Belt System

You don´t need the chests anymore now when the belt scanners is added. Gathering a lot of/all production around 1-3+lanes is possible, I do it sometimes when the throughput isn´t important. I currently use a one belt system to distribute the science packs to my labs, and have used it to produce them...
by Lemlin
Sun Sep 11, 2016 10:36 am
Forum: Mods
Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
Replies: 44
Views: 58536

Re: [MOD 0.12.20+] Concrete Logistics 1.1.0

Are you planning on upgrading this to 0.14?
by Lemlin
Sun Apr 17, 2016 10:43 am
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 171131

Re: [MOD 0.12.X] Air Filtering

My suggestion is that MK3 should clean almost as much pollution as 4 boilers produce att full power. MK2 50% less than MK3 and MK1 50% less than Mk2. This would result in a need of 4 MK3 to clean the air from the pollution a perfect boiler/steam engine setup produce at full power. The filter recycli...
by Lemlin
Sun Apr 17, 2016 8:19 am
Forum: Mods
Topic: [MOD 0.12.x] Specialized oil refineries (not 3 at once)
Replies: 49
Views: 34557

Re: [MOD 0.12.x] Specialized oil refineries (not 3 at once)

Of course! My changes: In recipe.lua -> Change subgroup from "specialized-fluid-recipes" to "fluid-recipes". In category.lua -> Remove the "item-group" and "item-subgroup" part of the code. ..and that was all I did. 2-3 minutes + startup time of Factorio to te...
by Lemlin
Sat Apr 16, 2016 9:05 pm
Forum: Mods
Topic: [MOD 0.12.x] Specialized oil refineries (not 3 at once)
Replies: 49
Views: 34557

Re: [MOD 0.12.x] Specialized oil refineries (not 3 at once)

It´s an interesting mod but why did you add a new crafting category for these 3 recepies?
You didn´t have to do it. I removed this from my version and it works exactly the same, the recepies are locked to the specialized refineries.
by Lemlin
Mon Apr 04, 2016 7:54 am
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197181

Re: General Discussion

So i installed 3.0.0, not the whole thing just core, automatization, logistic and trains. On my save that had all these except automatization, what i notice a lot -You made a lot of categories that take a lot of place and move a lot of items around for no obvious reason -did you change the dynamics...

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