Search found 237 matches
- Sat Feb 29, 2020 7:10 pm
- Forum: Gameplay Help
- Topic: Entity Settings (map editor)
- Replies: 3
- Views: 1129
Entity Settings (map editor)
These questions may be able to be answered somewhere in the Wiki or API documentation I missed but anyway; a few questions 1. health seems to be defined in entity files as natural numbers, but in-game appear to be real numbers https://wiki.factorio.com/Prototype/Entity type = "container", ...
- Sat Feb 29, 2020 5:31 pm
- Forum: Gameplay Help
- Topic: Hating The Circuit Network
- Replies: 12
- Views: 2958
Re: Hating The Circuit Network
Try taking the setup in CIRCUIT021.PNG and changing the arithmetic combinator input equation from "1 AND 1" to "[GREEN] AND [ORANGE]" Yep, you're right. Exactly what I was getting confused about. Was in regards to the output signals and their visual representation. All three cas...
- Sat Feb 29, 2020 5:13 pm
- Forum: Gameplay Help
- Topic: Hating The Circuit Network
- Replies: 12
- Views: 2958
Re: Hating The Circuit Network
Eg. if hour = X and minute = X output signal value of 1 You mean "if hour = X and minute = Y"? This would be an important difference. Right then if X and Y = 1 output Z This is the furthest I have been able to reach: CIRCUIT022.PNG X = 0 Y = 1 Z = 0 CIRCUIT023.PNG X = 1 Y = 1 Z = 1 CIRCUI...
- Sat Feb 29, 2020 5:01 pm
- Forum: Gameplay Help
- Topic: Hating The Circuit Network
- Replies: 12
- Views: 2958
Re: Hating The Circuit Network
Would like to help, but your question is not clear to me. What do you want to achieve, exactly? And which mod(s) are you using? Sorry yeah constantly all over the place. I am using https://mods.factorio.com/mods/binbinhfr/TimeTools. Trying to output if hour = X then X, and if minute = X then X. I c...
- Sat Feb 29, 2020 3:50 pm
- Forum: Ideas and Suggestions
- Topic: More Info on Hover (circuit network)
- Replies: 4
- Views: 1018
More Info on Hover (circuit network)
It would be nice to see Circuit Logic on hover as an option in the settings instead of having to click into each one manually to see it.
From observation hovering now only shows active I/O signals, but there should be enough room to all so show the logic of an entity, or the enable conditions.
From observation hovering now only shows active I/O signals, but there should be enough room to all so show the logic of an entity, or the enable conditions.
- Sat Feb 29, 2020 3:42 pm
- Forum: Gameplay Help
- Topic: Hating The Circuit Network
- Replies: 12
- Views: 2958
Re: Hating The Circuit Network
AND operator
both don't work, and this is where I stop.
- Sat Feb 29, 2020 2:56 pm
- Forum: Gameplay Help
- Topic: Hating The Circuit Network
- Replies: 12
- Views: 2958
Re: Hating The Circuit Network
AND_GATE.PNG So this was my take on it as well. Input 1 and Input 2 = 1 | Output 1 CIRCUIT010.PNG CIRCUIT011.PNG CIRCUIT012.PNG CIRCUIT013.PNG CIRCUIT014.PNG Ok did all that but no matter what I set the second decider to the light magically lights green. I've had a lot of issues before with circuit...
- Sat Feb 29, 2020 2:41 pm
- Forum: Gameplay Help
- Topic: Hating The Circuit Network
- Replies: 12
- Views: 2958
Hating The Circuit Network
Tried making this post yesterday but the computer died before I could submit it. I quit playing one save for 14 days because it's just giving me a migraine and anxiety. I've read the wiki, and videos give me sensory overload. I wish there was something more tangible like a book on this game, or seri...
- Sat Feb 29, 2020 2:26 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 571
- Views: 293071
Re: Thank you (Make the dev-team happy today!)
All ways finding neat features in this game TIL you can add save games in real time while at the load menu. Neato. This game provides hours of endless entertainment, the great thing too is you can go off into tangents. Playing with trains for hours, creating artistic designs out of stuff, the circui...
- Sat Feb 29, 2020 1:29 am
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 21751
Re: Friday Facts #336 - Offshore pump redesign
The new pump design looks great :> The pipe with water rushing past the little window looks very fast by comparison though. It looks like there's no way that slow pump could produce such a torrent of water. Maybe the "water-window" on the pipe should move slower, or the pump should move f...
- Fri Feb 28, 2020 7:31 pm
- Forum: News
- Topic: Friday Facts #336 - Offshore pump redesign
- Replies: 51
- Views: 21751
Re: Friday Facts #336 - Offshore pump redesign
The pump looks great! However, I agree with everyone else here - the entity itself feel like a cheat. It doesn't require power and has an insane amount of throughput. I think that there should be some kind of basic, burner-powered pump that you start off with, then you unlock the actual offshore pu...
- Thu Feb 27, 2020 11:05 pm
- Forum: Won't fix.
- Topic: [0.18.0] Unknown key: "flying-text.new-technologies-available" in Introduction
- Replies: 8
- Views: 2696
- Thu Feb 27, 2020 8:06 pm
- Forum: Technical Help
- Topic: factorio exe being deleted
- Replies: 0
- Views: 602
factorio exe being deleted
I have had this before with .17, I just downloaded .18 yesterday and all the files are there but the exe. I don't want to download the whole installation every time this happens (usually is not that big of a deal with xGbPS/connection, but other connections can suck). I checked other games it is jus...
- Thu Feb 27, 2020 6:20 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 50285
Re: [0.18] Please post bugs and balance issues here.
I have an odd question. I have been using symlinks for mods. And bobassembly_0.17.7.zip is the only mod out of the 40 I have that won't load in Factorio. BobAssembly.PNG EDIT: see for comparison ModExample002.PNG - EDIT: sorry this was something wrong with the file, I tried a hard copy and it wont ...
- Thu Feb 27, 2020 5:37 pm
- Forum: Bob's mods
- Topic: [0.18] Please post bugs and balance issues here.
- Replies: 185
- Views: 50285
Re: [0.18] Please post bugs and balance issues here.
I have an odd question. I have been using symlinks for mods. And bobassembly_0.17.7.zip is the only mod out of the 40 I have that won't load in Factorio. BobAssembly.PNG EDIT: see for comparison ModExample002.PNG EDIT: this is something wrong with factorio, I tried a hard copy and it wont load. Went...
- Thu Feb 27, 2020 3:45 am
- Forum: Duplicates
- Topic: [0.18.9] - Able to duplicate materials
- Replies: 1
- Views: 625
[0.18.9] - Able to duplicate materials
In the belt madness scenario I can just click a provided item and drop it into an empty slot to duplicate the stack.
EDIT: im guessing that UI panel for research, and all that isn't needed either. (just saying)
EDIT: im guessing that UI panel for research, and all that isn't needed either. (just saying)
- Wed Feb 26, 2020 4:57 am
- Forum: PyMods
- Topic: Pymods compatibility Mod
- Replies: 81
- Views: 51025
Re: Pymods compatibility Mod
Pyandon automation, transport, chemical, and utility don't show up as recipes. Disabled momos, and MSP but problem still there running AAI, Angels, Bio, Bobs, Clown, Py, Yuoki py.png EDIT: started organizing my my mod directory and using path parameters. PY is OK ABPy is OK ABCPy is not ok conclusio...
- Tue Feb 25, 2020 10:29 am
- Forum: Ideas and Suggestions
- Topic: Move Mod Settings
- Replies: 12
- Views: 1860
Re: Move Mod Settings
ehhh, title misleading just want a link to settings in mods, will still be everywhere elseDeadlock989 wrote: ↑Tue Feb 25, 2020 9:59 amSome mod settings are available during a game from the Esc menu.
The mods page isn't.
Do the math.
- Tue Feb 25, 2020 9:29 am
- Forum: Ideas and Suggestions
- Topic: Move Mod Settings
- Replies: 12
- Views: 1860
Re: Move Mod Settings
So a symlink, I could live with that. Click settings in mods opens Mod Settings gui in settings menu. And prompting a game restart, depending on what you have done previously. I fear, this might cause confusion for inexperienced players. I don't see how if it just jumps you to the same menu had you...
- Tue Feb 25, 2020 6:12 am
- Forum: Mods
- Topic: [MOD 0.14.x] Bottleneck
- Replies: 115
- Views: 97656
Re: Feature suggestion.
Expecting mods to work with tutorial / campaign /scenarios might be going a bit too far... Is it technically possible for Bottleneck to show power outage for a machine whilst replacing the large (annoying) vanilla power outage indicator? I don't know, but you might be interested in this mod ! https...