Have a look at mods.factorio.com/mod/InserterFuelLeech.The only limitation is that the targeted entity can't be a chest but must have a fuel slot as well.WhatheWorld wrote: βSat May 09, 2020 7:48 pmdoes anyone know if there is a mod that will allow inserters to pull from trains or know if it is even possible to a mod to allow it?
Search found 767 matches
- Fri May 22, 2020 10:42 pm
- Forum: Ideas and Suggestions
- Topic: Allow Inserters to take fuel from trains again
- Replies: 50
- Views: 12111
Re: Allow Inserters to take fuel from trains again
- Fri May 22, 2020 9:39 pm
- Forum: Implemented Suggestions
- Topic: Fast Upgrade (Belt->Splitters, Small Chests -> Bigger Chests... etc.)
- Replies: 13
- Views: 6973
Re: Fast Upgrade (Belt->Splitters, Small Chests -> Bigger Chests... etc.)
I do realise this topic is quite old, but since I've read it now I thought that it wouldn't hurt to point out that most of the mentioned posts are already implemented. Here the list from OP with my remarks: Suggestions viewtopic.php?f=67&t=4961 allow replacing belts with splitters --already move...
- Fri May 22, 2020 9:03 pm
- Forum: Won't fix.
- Topic: [0.18.26] Pathing edge case with artillary and biters
- Replies: 6
- Views: 1712
- Fri May 22, 2020 8:58 pm
- Forum: Won't fix.
- Topic: [0.18.26] Pathing edge case with artillary and biters
- Replies: 6
- Views: 1712
Re: [0.18.26] Pathing edge case with artillary and biters
Now I'm even more confused
- Fri May 22, 2020 8:43 pm
- Forum: Won't fix.
- Topic: [0.18.26] Pathing edge case with artillary and biters
- Replies: 6
- Views: 1712
- Fri May 22, 2020 10:28 am
- Forum: Ideas and Suggestions
- Topic: Allow rotating placed cars and tanks
- Replies: 15
- Views: 4266
- Thu May 21, 2020 7:45 pm
- Forum: Releases
- Topic: Version 0.18.26
- Replies: 45
- Views: 25191
Re: Version 0.18.26
I bet that "crafting machines" doesn't include the rocket silo. It does ... and it doesn't ;) It only gives you the materials back for the rocket park the silo is currently producing and not for the rocket parts that are already finished. The later would be quite complicated since you wou...
- Thu May 21, 2020 5:01 pm
- Forum: General discussion
- Topic: 0.17 / 0.18 - What to put on the main bus?
- Replies: 22
- Views: 6945
Re: 0.17 / 0.18 - What to put on the main bus?
But for eg gears it is the other way around. So why not produce them centralized? It would require less throughput on the bus. Still we don't put gears on the belt. Why not? I think it really depends on how big your bus is. When starting a new game I usually plan for 1.5 science per second. If your...
- Thu May 21, 2020 12:52 pm
- Forum: Ideas and Suggestions
- Topic: Display of Item Stack Size in UI
- Replies: 5
- Views: 1522
Re: Display of Item Stack Size in UI
Thanks for the nice mod! Still +1 for implementing it in vanilla.
- Thu May 21, 2020 12:51 pm
- Forum: Ideas and Suggestions
- Topic: Remove the limit on the number of options in the quickbar
- Replies: 5
- Views: 1965
Re: Remove the limit on the number of options in the quickbar
Actually, you can double the default 12 I can, but is halves the number of columns, leaving the total number of cells the same It doesn't. It seems like it does, because it shrinks the window if some columns are not needed. But if you increase the number of rows you then can select more shortcuts t...
- Thu May 21, 2020 12:34 pm
- Forum: Ideas and Suggestions
- Topic: Allow rotating placed cars and tanks
- Replies: 15
- Views: 4266
Re: Allow rotating placed cars and tanks
It's rectangle, not the square. But you can always rotate it to 180 degrees, without any problem. I agree with that, you should only be able to rotate a placed car by 180 degrees (like boilers). Otherwise you will get problems with the rectangular hitbox. Another limitation should be that no player...
- Thu May 21, 2020 12:12 pm
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 10602
Re: [0.18.18] Bulk transferring items from player inventory into a limited chest
+1 but with the following rules (yes, a bit more complicated :)) : When shift or control-clicking items into a chest when the limit is not reached yet, only the unlimited slots should be filled (same behaviour as of now). Only when the unlimited slots are completely filled the items should be transf...
- Thu May 21, 2020 11:49 am
- Forum: Ideas and Suggestions
- Topic: The New UI - logistic tab
- Replies: 1
- Views: 532
Re: The New UI - logistic tab
I like this idea since it would ease the use of the logistic requests but still prevents getting tons of items you don't want while setting the requests up.
In regards to your additional QoL idea: There used to be a setting for this. Did they remove it? I can't find it any more.
In regards to your additional QoL idea: There used to be a setting for this. Did they remove it? I can't find it any more.
- Thu May 21, 2020 8:27 am
- Forum: Ideas and Suggestions
- Topic: Do not stop the train at the station, if the conditions are already met
- Replies: 2
- Views: 928
Re: Do not stop the train at the station, if the conditions are already met
If I didn't misunderstand your suggestion you can do this already by disabling stations with circuit conditions that are equivalent to the leave conditions of the train. In this case the train will directly go to the next station in it's schedule. And if you set no conditions to a train stop in a tr...
- Thu May 21, 2020 8:13 am
- Forum: Implemented Suggestions
- Topic: Changing train stop names, the screen should filter the list when typing at the top
- Replies: 12
- Views: 4119
Re: Changing train stop names, the screen should filter the list when typing at the top
+1 for this as well Sometimes I forget where other stations with the same name are or there is no radar coverage (going via map view is inconvenient anyway). Also depending on the pattern you use to name your stations this would be really helpful to get a quick overview how many stations you have th...
- Tue May 19, 2020 5:22 pm
- Forum: General discussion
- Topic: Why launch a rocket without a satellite?
- Replies: 10
- Views: 4226
Re: Why launch a rocket without a satellite?
Maybe you should mark the first part of your comment as a spoiler. Nothing wrong answering the question, but it's a hidden feature on purpose after all. There is an achievement if you launch a rocket with a fish in it You can also launch yourself into space: https://www.youtube.com/watch?v=EGr9olVIa...
- Fri May 15, 2020 1:49 pm
- Forum: Releases
- Topic: Version 0.18.24
- Replies: 39
- Views: 20716
Re: Version 0.18.24
-Changed rail segment visualisation colors to be more different from rail signal colors (red/green). Magenta is harder to see than red was. It's luminosity is almost identical to the rail. This change is a joke. Only why a moron can't seperate a segment color from a signal color this happened. Oh b...
- Wed May 13, 2020 10:52 am
- Forum: Implemented Suggestions
- Topic: Change rail block colors for not used, different colors
- Replies: 41
- Views: 10694
Re: Change rail block colors for not used, different colors
This suggestion was implemented in 0.18.23 84860
FactorioBot wrote: βTue May 12, 2020 12:09 pmChanged rail segment visualisation colors to be more different from rail signal colors (red/green).
- Tue May 05, 2020 7:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.18] Cliff explosives have two different explosions
- Replies: 3
- Views: 2511
Re: [0.18.18] Cliff explosives have two different explosions
Thanks! Keep up the good work
- Tue Apr 28, 2020 8:36 pm
- Forum: Not a bug
- Topic: Nanobots / Miniloader error
- Replies: 2
- Views: 651
Re: Nanobots / Miniloader error
First of all: Welcome to the forum!
The bug you reported is caused by a mod. Please report this issue to the mod author. For Nanobots use this website: github.com/Nexela/Nanobots/issues
You can also find more informations on the mod portal: mods.factorio.com/mod/Nanobots
The bug you reported is caused by a mod. Please report this issue to the mod author. For Nanobots use this website: github.com/Nexela/Nanobots/issues
You can also find more informations on the mod portal: mods.factorio.com/mod/Nanobots