Search found 39 matches
- Sat Aug 15, 2020 9:44 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499021
Re: Simple Questions and Short Answers
I would need to use combinators, then, I assume? You may be surprised how much you can do without needing any combinators. This is mainly because you set a condition, similar to a decider combinator, directly on a controlled entity like an inserter. More complex requirements certainly need them, bu...
- Sat Aug 15, 2020 1:00 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499021
Re: Simple Questions and Short Answers
However, one thing I haven't yet understood (and feel like I didn't explain properly) is how to limit the number of robots available to be used within the network, not just the number in the network itself, if that makes sense. A roboport with a circuit connection can be set to signal the available...
- Fri Aug 14, 2020 2:47 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499021
Re: Simple Questions and Short Answers
I do recall being able to open up assemblers, furnaces, etc. from the map menu (although I also recall only being able to do so if I had raw ore or some kind of intermediate item), but I honestly couldn't tell you if that was in the base game or if that was based on a mod. Which is a shame because I...
- Fri Aug 14, 2020 2:29 pm
- Forum: Modding help
- Topic: Updating Xerus's Mining+ mod to .18/1.0
- Replies: 13
- Views: 3197
Re: Updating a mod to .17
Wow, I think I forgot about updating on the two drills. Suffice to say, they don't work since there isn't a slot for miners anymore. But, with the upgrade to .18/1.0, kingarthur's compatibility fix is out of date. If I could, I'd like to request an update for .18 as well now that it's officially out...
- Sat May 16, 2020 7:42 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499021
Re: Simple Questions and Short Answers
I had them on the right side of the blueprint menu in-game (My blueprints), not on the left (game blueprints). Searching through my old laptop only brings up the ones on the left (which was just two of them), so I guess it doesn't have them. I suppose I can hope that a re-install still finds them, ...
- Sat May 16, 2020 6:10 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499021
Re: Simple Questions and Short Answers
I had them on the right side of the blueprint menu in-game (My blueprints), not on the left (game blueprints). Searching through my old laptop only brings up the ones on the left (which was just two of them), so I guess it doesn't have them. I suppose I can hope that a re-install still finds them, b...
- Fri May 15, 2020 7:21 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499021
Re: Simple Questions and Short Answers
I just got myself a new laptop to play Factorio on (so far it's looking amaaaaazing, although I haven't quite done the real stress test I want of a save with many mods), and I want to know how I can transfer blueprints from my old laptop to this one, or something like that. Would I Need to have them...
- Mon Apr 13, 2020 3:18 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499021
Re: Simple Questions and Short Answers
actually I have Endgame Combat and Power Armor Mk 3 (two variants, one that adds an Mk 4 with White science), so I suppose I have more grid size than usual. The idea of having multiple armors for different uses was something I was going to build up to but I don't have the economy I want just yet. On...
- Wed Apr 08, 2020 2:57 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499021
Re: Simple Questions and Short Answers
Your stuff draws power from whatever power sources you have slotted into your armor. If you have solar panels in your armor, they will provide power. If you have portable fusion reactors, they will also provide power. Once you get the portable fusion reactors, there is no reason to maintain the sol...
- Tue Apr 07, 2020 5:28 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499021
Re: Simple Questions and Short Answers
This might seem like a stupid question, but how do I make my personal roboports use power from fusion reactors instead of solar panels? I've tried having only one exoskeleton and enough ports to need 2 reactors, but I didn't notice any recharging (or battery-filling, though I guess it may not be abl...
- Tue Apr 07, 2020 5:14 pm
- Forum: Gameplay Help
- Topic: Coal Liquefication - how does it work?
- Replies: 8
- Views: 2522
Re: Coal Liquefication - how does it work?
One thing I do (and this only applies if you like to use mods) is that I have the Flow Control mod and use the top-up valve on the pipes re-routing heavy oil to the refineries and overflow valves on the outgoing heavy oil so that it should always divert first to the refineries to ensure they continu...
- Thu Dec 05, 2019 2:12 am
- Forum: Modding help
- Topic: Updating Xerus's Mining+ mod to .18/1.0
- Replies: 13
- Views: 3197
Re: Updating a mod to .17
Thanks, kingarthur! I had no trouble getting the first research (basic drill), although I don't know about the last two because I don't have blue science available (yeah, I decided to start one after all), much less purple/yellow. Still, the avanced drill works perfectly so that area of the mod is f...
- Thu Nov 28, 2019 10:48 pm
- Forum: Modding help
- Topic: Updating Xerus's Mining+ mod to .18/1.0
- Replies: 13
- Views: 3197
Updating Xerus's Mining+ mod to .18/1.0
I'm getting ready to start a new campaign in Factorio for .17--probly won't officially start until the new year, but I wanted to make sure my mods were at least compatible with the new stable beta. One of the mods I really like called Mining+ by Xerus , however, is not updated, and on the Mod portal...
- Mon Jan 07, 2019 11:27 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 499021
Re: Simple Questions and Short Answers
Is there a way to set a circuit signal for construction robot production=logistic robot production in the entire logistic system rather than for one single roboport? At least without having to attach that signal to every single port I place down (which, as a circuit network newbie, I assume would ha...
- Mon Jan 07, 2019 10:44 pm
- Forum: Gameplay Help
- Topic: Offshore pump volume?
- Replies: 5
- Views: 1905
Re: Offshore pump volume?
Although, how can you tell the difference if one pipe is slow and one pipe is fast? I've had the 20 appear for me before, and sometimes the single offshore pump was able to "normalize" back to 100 on its own; other times, it would take me adding another pump or two before it went back to 1...
- Thu Feb 22, 2018 7:47 am
- Forum: Energy Production
- Topic: Uranium Processing Facility (Complete)
- Replies: 14
- Views: 35011
Re: Uranium Processing Facility (Complete)
For the splitters that only have one half sending out either U-238 or U-235, are those on a circuit network to make that work, a mod, or is that only allowed on the sandbox mode? I've never seen splitters be filterable on each side on vanilla, so I don't see how you avoid an inevitable buildup of 23...
- Sun Jul 16, 2017 6:19 am
- Forum: Technical Help
- Topic: [14.23] Unable to load saves
- Replies: 1
- Views: 766
Re: [14.23] Unable to load saves
As an update (albeit 2 months later), I haven't had the internal error message come up again. However, I have had it stop working mid-autosave and ask me to save the error logs to the clipboard multiple times. Sometimes it takes only two autosaves, and sometimes I can go as far as ten or twenty befo...
- Fri May 19, 2017 1:41 am
- Forum: Technical Help
- Topic: [14.23] Unable to load saves
- Replies: 1
- Views: 766
[14.23] Unable to load saves
I have seen this particular pop-up happen once before, on an earlier run of this particular save (as I'm trying to get as many of the achievements as I can on this run before I try to switch to v.15), which I was able to rectify by going to a previous autosave and working from there. However, this t...
- Thu Aug 04, 2016 4:15 am
- Forum: Technical Help
- Topic: [0.12.35] Unreadable text (EDIT: nvm, fixed)
- Replies: 0
- Views: 455
[0.12.35] Unreadable text (EDIT: nvm, fixed)
I had decided to boot up Factorio again after not playing for a couple months, and I'm not using the experimental alpha at the moment. However, once Factorio loaded I get a garbled mess of text and missing words for the options I can select at the main screen. Here's a look. I had to fix this before...