When you create an underground belt with create_entity you can set if the belt is input or output using the type parameter. So to reverse them you need to recreate them with the opposite value
Edit: I only read the last post, not the one above it, sorry. You obviously know this.
Search found 402 matches
- Tue Sep 01, 2015 8:04 am
- Forum: Mods
- Topic: [MOD 0.12.x] Smarter Circuitry
- Replies: 141
- Views: 97252
- Sun Aug 30, 2015 12:17 pm
- Forum: Ideas and Suggestions
- Topic: Train barriers - underground trains
- Replies: 7
- Views: 4464
Re: Train barriers - underground trains
How about gates that wont open when a train is near? Link
- Sun Aug 30, 2015 12:04 pm
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 12502
Re: electric trains
Sadly it is really inconsistent. I never found a good workable solution so i went with coal. Hope you can find a better way.
- Sun Aug 30, 2015 11:16 am
- Forum: Mods
- Topic: [MOD 0.12.x] Lua Combinator 0.0.1
- Replies: 27
- Views: 31388
Re: [MOD 0.12.x] Lua Combinator 0.0.1
This mod only works unzipped for some reason. I am looking into it now but if you have issue just unzip the mod.
Edit fixed i think, also bonus picture
Edit fixed i think, also bonus picture
- Sun Aug 30, 2015 10:10 am
- Forum: Mods
- Topic: [MOD 0.12.x] Lua Combinator 0.0.1
- Replies: 27
- Views: 31388
[MOD 0.12.x] Lua Combinator 0.0.1
Type: Mod Name: Lua Cominator Description: Run a lua script in response to wire network. Can be used to query and control most in game objects. Basically command blocks for Factorio License: MIT Version: 0.0.1 Release: 2015-08-30 Tested-With-Factorio-Version: 0.12.x Category: Item Tags: Logistics, S...
- Sat Aug 29, 2015 8:34 pm
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 12502
Re: electric trains
Wube must have fixed the issues with it then which is nice, It was a pain having to use coal. The other issue with the way wagons did things was having a bunch of moving entities under the train to draw power, I always wanted to go back and change it so the entities were under the track instead so t...
- Sat Aug 29, 2015 7:37 pm
- Forum: Modding help
- Topic: electric trains
- Replies: 27
- Views: 12502
Re: electric trains
I hate to be a buzz kill but unless wube have done a pass in 0.12 on the train energy system you can't just set the energy. The coal trick was used in wagons (now 5dims train mod) because the train energy system is buggy/broken. You can't reliably read or write the energy from the train entity.
- Fri Aug 28, 2015 10:27 pm
- Forum: Won't implement
- Topic: Support Logistics Slots on All Entities
- Replies: 8
- Views: 8727
Re: Support Logistics Slots on All Entities
Here is how you do this. In on_built_entity watch for your new gun turret to be built, when it is built put a transparent requester chest under it and every few ticks sync the inventory of the 2 entities. You probably don't need to even write the code yourself, just take it from 5dim trains mod.
- Tue Aug 18, 2015 2:56 am
- Forum: Mods
- Topic: [MOD 0.12.x] Circuit GUI 0.1.0
- Replies: 19
- Views: 29563
Re: Circuit GUI 0.1.0
I really like this mod. I use it to warn me when I am running low on certain key production elements (Circuits mostly) and also a Rocket launch detector
Album
Album
- Sat Aug 15, 2015 11:32 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 270851
Re: [0.12.x] The Fat Controller. Remote train management
It works fine for me in multiplayer. For me the GUI is very responsive. It is more to do with how many trains you have than it being multiplayer I think. I am deleting elements before redrawing them because of a bug that was patched in 0.12 so I need to spend the time to re-write it without the hac...
- Wed Aug 05, 2015 11:34 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339687
Re: [0.12.x] Rail Tanker - Liquid transpor
Please update to the latest version of TFC and rail tanker, should fix your issue.
- Tue Aug 04, 2015 12:37 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 120390
Re: [0.12.1] Foreman - Blueprint Manager
As I saw, that James gave up this mod ( https://forums.factorio.com/forum/viewtopic.php?f=86&t=6516&p=96510#p96510 ) I moved it to helper mods. ;) Not sure i'm happy about that, puts pressure on me to keep developing :D It could be worse. the code could be one big ugly uncommented lua file....
- Sat Aug 01, 2015 11:06 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 270851
Re: [0.12.x] The Fat Controller. Remote train management
I do want to hear those warnings, just not for paused/manual trains. It doesn't make sense, since the train is controlled manually. It should assume that the player is controlling that train and thus is aware of any issues the mod is warning the player for. yeah, this is a bug. I have some time off...
- Fri Jul 31, 2015 8:59 pm
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 270851
Re: [0.12.x] The Fat Controller. Remote train management
I do want to hear those warnings, just not for paused/manual trains. It doesn't make sense, since the train is controlled manually. It should assume that the player is controlling that train and thus is aware of any issues the mod is warning the player for. yeah, this is a bug. I have some time off...
- Fri Jul 31, 2015 8:39 am
- Forum: Mods
- Topic: [Mod 0.11.x] Foreman - Blueprint Manager
- Replies: 71
- Views: 89715
Re: [Mod 0.11.x] Foreman - Blueprint Manager
Here you go: https://forums.factorio.com/forum/viewtopic.php?f=120&t=14243 Thanks man, I've updated the first post. Feel free to take over Foreman as I have abandoned it. Probably needs a name change though, the guy who write the online tool used the name first but I didn't see it until after I...
- Mon Jul 20, 2015 1:13 pm
- Forum: Mods
- Topic: [Mod 0.11.x] Foreman - Blueprint Manager
- Replies: 71
- Views: 89715
Re: [Mod 0.11.x] Foreman - Blueprint Manager
Is there any chance that this mod will be updated? I'm not sure, I was thinking about it over the weekend when I updated my other mods and my plan was to rewrite it to look like a tool bar for blueprints, then it occurs to me that you can just do something like this: https://i.imgur.com/mWJI8vk.png...
- Mon Jul 20, 2015 5:00 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 270851
Re: [0.12.x] The Fat Controller. Remote train management
I just re-rested it to get a screenshot of the error, but for some reason it launched. But here is what i did.... create save on 0.11.22 with fat controller enabled. V12 comes out, install to a DIFFERENT directory. wait a hour and add updated mods except for TFC, played a bunch, saw TFC was updated...
- Mon Jul 20, 2015 3:15 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 270851
Re: [0.12.x] The Fat Controller. Remote train management
Was unable to launch Fat controller in my v12 save after not playing with it for a little. If you are updating from a version of TFC from before 0.2.0 you should remove the old TFC, open the save, save the game, install the new version and see how you go. If that doesn't work post your save and I'l...
- Sat Jul 18, 2015 8:10 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 339687
Re: [Mod 0.12.x] Rail Tanker - Liquid transport
Thanks Koub!Koub wrote:[Topic moved to Mods for 0.12 ‹ New Items, Entities, Extensions (0.12) by Koub]
- Sat Jul 18, 2015 6:02 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 270851
Re: [MOD 0.12.x] The Fat Controller. Remote train management
Initial version for 0.12 in the first post. Rseding has fixed the style bug so expect a new version sometime that brings back the style updates and also tracks which trains have players in them,