Inserters can take items from Robots.
Ensure one or more inserters are in the path of a robot. Set up a path for robots to carry items across the inserters.
Great for contaminating your setup.
Search found 2124 matches
- Thu Jan 29, 2015 1:12 am
- Forum: Duplicates
- Topic: Inserters stealing from Robots
- Replies: 2
- Views: 3081
- Mon Jan 26, 2015 1:46 am
- Forum: Mods
- Topic: [0.11.11] Canister Mod
- Replies: 5
- Views: 8015
Re: [0.11.11] Canister Mod
By their nature, there is no way to have two recipies for the same item without having two Recipies displayed. You could make a new "canister" tab however. Also, I would prefer the canisters, used in recipies, to be recycled, as in, a second output with those canisters. I hate wasting reso...
- Mon Jan 26, 2015 1:43 am
- Forum: Ideas and Suggestions
- Topic: Desync Debug Data
- Replies: 0
- Views: 611
Desync Debug Data
Suggest that on Desync, the error message tell you the information that is relevent. Display the conflicted unit, it's id, location, and whatever trait is inconsistant. Such as, with the current Exosuit equipment, it would tell you that player A's gamestate has player A's player unit at one location...
- Sat Jan 24, 2015 11:47 pm
- Forum: Implemented Suggestions
- Topic: Death Chest
- Replies: 9
- Views: 6635
Death-Chest
joined cause identical -- ßilk Suggest that on death the game be able to either drop all of your stuff on the ground, like old chest explosions, or else create a chest(s)/place a chest(s) near your location with all of that stuff. Possibly an abnormally large chest, with enough space for everything...
- Sat Jan 24, 2015 6:55 pm
- Forum: Ideas and Suggestions
- Topic: Fusion Generator
- Replies: 5
- Views: 1823
Re: Fusion Generator
Eh, it doesn't matter significantly. This was a fragment suggestion anyway. due to the rules disallowing multiple suggestions. this is largely a fragement of my powered armor suggestion.
- Sat Jan 24, 2015 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.15] Dysync related to exosuit and 32bit versus 64bit
- Replies: 7
- Views: 2075
Exosuit Equipoment Desync
Multiplayer "Basic Exosuit Equipment" causes desync. Conjure powered armor t2, fusion reactor, a single basic exosuit equipment. save, host as multiplayer. Allow another to join. Walk around with said modular setup. Does not occur with multiple exosuit equipments. Only one. Disabled all mo...
- Sat Jan 24, 2015 5:07 pm
- Forum: Ideas and Suggestions
- Topic: Fusion Generator
- Replies: 5
- Views: 1823
Re: Fusion Generator
Do you perhaps mean 5 MW? Because 5kW would be way, way too low. And 40 seconds per artifact means that I, personally, would never use the fusion generator. It takes a fair bit of time to gather them, and I'm not always out destroying nests, so I could easily run out. Alien artifacts also aren't au...
- Fri Jan 23, 2015 10:52 pm
- Forum: Ideas and Suggestions
- Topic: Hydraulic Module
- Replies: 0
- Views: 630
Hydraulic Module
corrected subject title (hydralic) -- ßilk Suggest lesser version of the standard exosuit equipment. Use 2 electric engines, a few red circuits. Cost 50 energy, give 5% boost to speed. Size 2 tall, 1 across. Use 10 to make standard exosuit equipment, along with some blue circuits, and whatever else...
- Fri Jan 23, 2015 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Fusion Generator
- Replies: 5
- Views: 1823
Fusion Generator
Following the assumption of the modular fusion generator using Alien artifacts as fuel, a building which does the same, would make sense.
~5k power output, ~6x6 footprint. Uses an artifact every 40 seconds, meaning 200k output per artifact.
~5k power output, ~6x6 footprint. Uses an artifact every 40 seconds, meaning 200k output per artifact.
- Fri Jan 23, 2015 10:44 pm
- Forum: Ideas and Suggestions
- Topic: Powered Armor, Additional Power Generation Ideas
- Replies: 1
- Views: 884
Powered Armor, Additional Power Generation Ideas
-Steam Generator. 2x2, Uses steam engine, boilers. Ignoring water consumption due to lack of any method of getting it into the armor. Using new slot, consume coal, fuel cubes, or other burnables to produce power. ~100 power output. This is a moderately powerful generation method, good for earlier ga...
- Mon Jan 19, 2015 8:34 pm
- Forum: Modding help
- Topic: Flamethrower Mechanics
- Replies: 1
- Views: 1087
Flamethrower Mechanics
I cannot figure out how the Flamethrower works. It seems to create an entity, similar to the poison cloud. However, it also seems to move, and gets blocked by stuff. I can't see how that actually occurs. I want to make it pierce through objects. I also want to extend it's duration, but I can't find ...
- Mon Jan 19, 2015 8:32 pm
- Forum: Modding help
- Topic: Damage Change
- Replies: 6
- Views: 2295
Re: Damage Change
That isn't the problem. It works great with a loop, although for the Explosive rocket, i need two nested loops for that to work. I would prefer referring to it directly however.
- Mon Jan 19, 2015 8:08 pm
- Forum: Modding help
- Topic: Damage Change
- Replies: 6
- Views: 2295
Re: Damage Change
That works. However, Is there a way to refer directly to the particular branch without a for-loop?
- Mon Jan 19, 2015 2:34 am
- Forum: Technical Help
- Topic: Fullscreen Issues
- Replies: 0
- Views: 1279
Fullscreen Issues
Two problems. Using WIndows 7 Factorio, when I use the options fullscreen checkbox, sets you to fullscreen, but I cannot then minimize. If i hit the windows key or use alt-tab, while the taskbar shows up, I cannot show desktop or move to any other view. If I go into options, I can then disable fulls...
- Mon Jan 12, 2015 3:46 am
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 75094
Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
The Steel-Chemical mess is a bit of a problem. To make steel components, you need Basic Chemistry and Blue Assemblers. However, you unlock those recipes far earlier. I think steel tech should unlock Chemical plants, and those liquid recipies (salt + water for t1 chemical pack, or similar) should use...
- Sat Jan 10, 2015 4:25 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 75094
Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
I am uncertain how you are expected to get access to steel parts without already going into the chemical-based tech area
Also, Liquid bronze doesn't exist so far as I can see, except for making bronze parts later.
I am very happy to finally have enough bronze parts to build stuff I want finally!
Also, Liquid bronze doesn't exist so far as I can see, except for making bronze parts later.
I am very happy to finally have enough bronze parts to build stuff I want finally!
- Fri Jan 09, 2015 10:59 pm
- Forum: Mods
- Topic: [0.12.x]Cartmen's Mods Information
- Replies: 285
- Views: 75094
Re: [MOD 0.11.10] Cartmen's Complete Overhaul [ALPHA v0.0.26
-The booster modules should have tooltips on what they effect. It took experimentation to figure that out. Also, allow recycling of old boosters. -Drill - All drills, or at least those bronze and above, should have the module slot for the drill. Unless I suppose only the T2 and T3 electric drills su...
- Wed Jan 07, 2015 11:34 pm
- Forum: Ideas and Suggestions
- Topic: Robots should understand combat drops.
- Replies: 26
- Views: 5872
Re: Robots should understand combat drops.
It is very much not clear.
After reading it four times, I have a theory on what you mean.
You are implying that Robots should not be willing to travel outside for supplying the player or similar if there are Biters around, to avoid them dying.
After reading it four times, I have a theory on what you mean.
You are implying that Robots should not be willing to travel outside for supplying the player or similar if there are Biters around, to avoid them dying.
- Sun Jan 04, 2015 1:05 am
- Forum: Modding help
- Topic: Multiplayer Migration
- Replies: 2
- Views: 1123
Multiplayer Migration
I am unsure how to manage recipie migration, specifically in Multiplayer. It gives an error when you load, using the default one.
game.player.force.resetrecipes()
game.player.force.resetrecipes()
- Sun Jan 04, 2015 1:04 am
- Forum: Modding help
- Topic: Mod causes crash on loading
- Replies: 1
- Views: 956
Mod causes crash on loading
This mod seems to work. However, in multiplayer, on saving with it, then trying to reload, it fails to load, freezing with a generic error message.