Search found 115 matches
- Thu Jan 23, 2020 2:05 pm
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129178
Re: [0.12] Bugs, crashes & other issues
Version 3.1.15 Constructed rail, pole and signal is different than in the blueprint. WAD (Works As Designed): signals are placed by the gap between them in the rails as defined in the settings page, poles are placed by wire length. You may be able to get them to line up by setting the signal gap to...
- Tue Dec 03, 2019 2:43 pm
- Forum: Gameplay Help
- Topic: Lazy Bastard Achievement for 0.17*
- Replies: 3
- Views: 1798
- Mon Dec 02, 2019 4:29 am
- Forum: Gameplay Help
- Topic: Water supply for nuclear reactors
- Replies: 58
- Views: 23035
Re: Water supply for nuclear reactors
Build the reactor over a lake, with careful placement of landfill you can have pumps directly feeding each end of the heat exchanger line.
- Wed Nov 20, 2019 4:38 pm
- Forum: Balancing
- Topic: Cost of signal filtering
- Replies: 9
- Views: 4149
Re: Cost of signal filtering
If you only need to filter positive (or negative) values, it can be done with 3 combinators: FilterCombinator.png From selection wire feed to decider each != 0 output each 1 from there feed to each * intmin (-2147483648) (if the selection is fixed, those can be replaced with one CC that just has eac...
- Fri Nov 08, 2019 8:34 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.76] Tooltip for Pumps
- Replies: 6
- Views: 3301
Re: [Twinsen] [0.17.76] Tooltip for Pumps
I don't think it's just for pumps on their sides (horizontal).
Here is one that is vertical:
Here is one that is vertical:
- Fri Nov 08, 2019 8:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.76] Tooltip for Pumps
- Replies: 6
- Views: 3301
Re: [Twinsen] [0.17.76] Tooltip for Pumps
Thanks for the quick fix.
I'm sorry I missed your question, thank you Bilka for answering it.
It is a modded fluid, supercooled thermofluid from SE.
I'm sorry I missed your question, thank you Bilka for answering it.
It is a modded fluid, supercooled thermofluid from SE.
- Fri Nov 08, 2019 3:48 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.17.76] Tooltip for Pumps
- Replies: 6
- Views: 3301
[Twinsen] [0.17.76] Tooltip for Pumps
The tooltips for pumps do not display either the type or quantity of the contents.
Pump: Tank:
Pump: Tank:
- Tue Nov 05, 2019 11:10 pm
- Forum: Ideas and Suggestions
- Topic: Train Damage in Tooltip
- Replies: 0
- Views: 442
Train Damage in Tooltip
It would be nice to have either current or maximum train damage displayed in the tooltip, probably under Train kills.
- Thu Oct 31, 2019 2:00 am
- Forum: F.A.R.L
- Topic: [0.12] Bugs, crashes & other issues
- Replies: 309
- Views: 129178
Re: [0.12] Bugs, crashes & other issues
I'm trying to use FARL with SE. SE has 'Space Rails' that can be placed in space. In the setting page of FARL, it recognizes 'Space Rails'. But when I press start, it gives the error message 'Out of Rail'. It does mark 'CP', 'P', and 'Front' on the screen. I've loaded blueprints with 'Space rails'. ...
- Sat Oct 19, 2019 9:03 pm
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 115
- Views: 118605
Re: [MOD 0.17] Squeak Through 1.4.0
Would it be possible to have Squeak Through not allow passage through gates that were closed? Walls are not passable, but I think the base game does that. I have a train crossing that prevents passage if a train is coming, so gates need to block passage for it to work. Should I submit this as an 'is...
- Mon Oct 07, 2019 10:11 pm
- Forum: Ideas and Suggestions
- Topic: concrete and landfill size
- Replies: 12
- Views: 4940
Re: concrete and landfill size
In control settings, you can rebind "Larger tile building area" and "Smaller tile building area" to whatever you want. If you rebind it to mouse wheel up/down, it'll work the way you described - mouse wheel will change the path size instead of zooming when holding "tile&quo...
- Sun Sep 22, 2019 2:02 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Web-based Factorio calculator
- Replies: 6
- Views: 11332
Re: Web-based Factorio calculator
Is there a way to load mod recipes into the data tables for this?
It would be nice to also add modded factories and modules as well.
I've been playing Space Exploration, and it adds a lot of new items.
It would be nice to also add modded factories and modules as well.
I've been playing Space Exploration, and it adds a lot of new items.
- Sun Sep 22, 2019 1:15 pm
- Forum: Gameplay Help
- Topic: Broken Train Brakes?
- Replies: 5
- Views: 2100
Re: Broken Train Brakes?
Computer controlled trains start braking at the right location to come to a complete stop where they need to (signal/station). I would be surprised if it was any better or worse than manual, but it will be going fast for a while before the slowing is noticeable. People tend to slow early, and then c...
- Wed Sep 18, 2019 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Allow setting higher inserter stack capacity override without research done
- Replies: 10
- Views: 2554
Re: Allow setting higher inserter stack capacity override without research done
Also, it would be nice if you could set the stack size override to 1 even before you research any upgrades. Therefore when you research the upgrade it will remain 1.
- Wed Sep 18, 2019 4:58 pm
- Forum: Mods
- Topic: [MOD 0.17] Tiny Pole
- Replies: 8
- Views: 3394
Re: [MOD 0.17] Tiny Pole
Verified for .17.68.
No new graphics, I don't know how to draw.
No new graphics, I don't know how to draw.
- Wed Sep 18, 2019 2:01 pm
- Forum: Ideas and Suggestions
- Topic: Control Power Connections by Coloring Power Poles (with Lamps)
- Replies: 50
- Views: 12614
Re: Control Power Connections by Coloring Power Poles (with Lamps)
I wrote a very small mod for this, Tiny Pole https://mods.factorio.com/mod/TinyPole I just verified that it works for .17 as well, and made a new version with the updated version information. All it does is adds a pole with small range and coverage. This allows it to not interact with other poles so...
- Thu Sep 12, 2019 12:56 am
- Forum: Gameplay Help
- Topic: Stuck on a circuit condition
- Replies: 7
- Views: 2395
Re: Stuck on a circuit condition
I think what OP is trying to do is turn off each belt if it has something other than copper.
If that's the case, have your CC output copper -8 (or further negative).
Then wire up two belt segments, first one reads contents with hold, second disable if anything is > 0.
If that's the case, have your CC output copper -8 (or further negative).
Then wire up two belt segments, first one reads contents with hold, second disable if anything is > 0.
- Thu Sep 12, 2019 12:39 am
- Forum: Gameplay Help
- Topic: Counting item stacks with circuits?
- Replies: 6
- Views: 5441
Re: Counting item stacks with circuits?
Here's something a bit better, still needs a filter. StackCounter.PNG The CCs have -1 billion for everything not of the right stack size and 1 less than the stack size for everything of the right stack size. (in this example for 50 stack size it has 49 for coal and filter inserters, and -1 billion f...
- Fri Jul 19, 2019 10:01 pm
- Forum: Show your Creations
- Topic: Self adjusting Kovarex based on demand
- Replies: 96
- Views: 36751
Re: Self adjusting Kovarex based on demand
There are lots of Kovarex designs that seem to have multiple centrifuges running at once, but I don't understand why you would need that much U235. I have a 1PRM base that runs entirely on nuclear (and not efficiently either, lots of beacons, but don't turn most of them off when not in use). It does...
- Fri Jun 07, 2019 11:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.47] Chain Rail signals display issue
- Replies: 4
- Views: 2636
Re: [0.17.47] Chain Rail signals display issue
Thank you Loewchen for politely pointing me at making better bug reports.