Search found 85 matches
- 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...
- 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...
- 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
That mod was great, I really want something similar for 0.14.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.
The dev said in his last post that anyone is free to copy & update the mod.
- 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...
- 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?
Does anything else from Bob logistics show úp in the game?
Does anything else from Bob logistics show úp in the game?
- 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.
- 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.
Place chain signals before and inside the crossing, and a normal signal after the crossing.
- 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.
- 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 ...
- 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
You can update the info.json to make it work with 0.14BlindEvil wrote:plz update mod, we cann`t update server cos we love it, and cann`t play with out it
I uploaded mine, just replace the current one in the mod.
- 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
- 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 ...
- 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.
Bigger poles kind of have it included too as they have copper plates in their recipe.
- 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.
One of my unfinished projects is to use fish as a "ticket" to call a train to a specific station.
- 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...
- 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?
- 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...
- 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...
- 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.
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.
- 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...