Search found 361 matches
- Mon Feb 14, 2022 5:03 am
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 2295
Re: Bug? - Deconstruction Flag Removed
Yes, first thing I did was place the BP. It is very large, I placed on the map, right over trees, cliff, biter nests. Then I kill all of the biter nest. I did notice ghost were not placed under biter nests, so I replaced it again. Then I set fire to the trees, laid some track, power and roboports. W...
- Mon Feb 14, 2022 12:52 am
- Forum: Gameplay Help
- Topic: Power Switched Roboport
- Replies: 3
- Views: 1391
Re: Power Switched Roboport
Gates are a possibility. They do have the same HP and resists as walls. My dilemma is that I switch off the entire outpost via https://forums.factorio.com/viewtopic.php?f=18&t=91430&p=521232&hilit=wake+on+flamethrower#p521232 If I use a roboport to count bots as the detector, then it wil...
- Mon Feb 14, 2022 12:26 am
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 2295
Re: Bug? - Deconstruction Flag Removed
Funny thing is, the ones that were unmarked are the ones that were automatically marked by the blueprint.
Assuming this is time related. The other trees I later marked for decon explicitly. Are they going to be unmarked soon as well?
How can I increase or disable this limit?
Assuming this is time related. The other trees I later marked for decon explicitly. Are they going to be unmarked soon as well?
How can I increase or disable this limit?
- Mon Feb 14, 2022 12:23 am
- Forum: Gameplay Help
- Topic: Bug? - Deconstruction Flag Removed
- Replies: 7
- Views: 2295
Bug? - Deconstruction Flag Removed
I placed a large blueprint in a sea of tree, set the trees on fire, built a power station, built roboports and they started building the ghosts.
Then I notice that a great deal of trees are no longer marked for deconstruction.
Is there some sort of time limit for this?
Then I notice that a great deal of trees are no longer marked for deconstruction.
Is there some sort of time limit for this?
- Sun Feb 13, 2022 11:38 pm
- Forum: Gameplay Help
- Topic: Power Switched Roboport
- Replies: 3
- Views: 1391
Power Switched Roboport
Hello. I am looking for ways to detect ghost and damaged entities for the purpose of power switching on a roboport.
The detection method should not include another roboport.
Any idea?
The detection method should not include another roboport.
Any idea?
- Sat Feb 12, 2022 6:06 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods)
- Replies: 7
- Views: 11088
Re: 1K+ SPM from raw material Megabase Construction Set (tilable and extendable) + bonus 135 SPM for early game (no mods
Looks amazing! I would like to try it out. Just curious why you decided to not integrate roboports?
- Fri Feb 11, 2022 3:43 am
- Forum: Combinator Creations
- Topic: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work after first cycle)
- Replies: 5
- Views: 9783
Re: Kovarex enrichment process (fully beaconed, tileable, only requires U-238 to work)
Hmm, this one doesn't need to be manually primed and is 25 tiles smaller. Not quite as fast. I think your middle stack inserter was mistakenly set to 1 stack size override. 3.png 0eNqlmO2SqjAMhu+lv2GHFhDwVs44O6hZt7PQMqXs6Djc+wniQQ9UoeWX8pWnSd4khSvZFw1UigtNtlfCD1LUZPvnSmp+EnnRndOXCsiWcA0l8YjIy+6oUbng...
- Thu Feb 10, 2022 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Start game with robo-helper
- Replies: 5
- Views: 1487
Re: Start game with robo-helper
Love this idea. I've always wanted a slow ground based bot early on. I do like those mods, but they spawn at your feet like personal construction bots, and are more of an early alternative to personal construction bots. I was thinking more like a static compilatron that is placable and minable, take...
- Tue Feb 08, 2022 9:24 pm
- Forum: Gameplay Help
- Topic: fuel per unit for trains
- Replies: 8
- Views: 2167
Re: fuel per unit for trains
I put a chest with 3 slots open at each position, and put in a condition that requires the signal from the fuel chests are full and there is no activity. Then I either filter the wagons so they don't get fuel, or read the train to signal T and enable the non-fuel inserter with T > 0 on non refueling...
- Mon Feb 07, 2022 9:09 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Flow Routers - UTU balancers without the balance
- Replies: 12
- Views: 8379
- Mon Feb 07, 2022 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Show connected fluid boxes in the Fluid system GUI
- Replies: 2
- Views: 773
Re: Show connected fluid boxes in the Fluid system GUI
Assuming this is related to https://forums.factorio.com/viewtopic.php?f=18&t=101528 If I understand this correctly. The whole confusion is caused by the 2 seemingly separate inputs on a chemical plant are actually considered "connected" if the input types are the same? Regardless of th...
- Sat Feb 05, 2022 7:35 pm
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 150162
Re: Digital Display, Yay!
Here's the same display applied to train stops for a radar-free map display. 0.png 0eNrtWtFumzAU/ZXJ0t7Iho0NJure9gl7m6qIJG5qiQAyplpV8QH7i33bvmR2WEkwbmMTKQvSVKkpDhxf33Pvub41L2CdN6wSvJBg+QL4pixqsPz+Amq+K7Jcj8nnioEl4JLtQQCKbK+vpMh4sahlWYE2ALzYsh9gCdv7ALBCcslZh3K4eF4VzX7NhLrB9nwAqrJWj5SFnk3BLBCKAvCs/oBp...
- Tue Feb 01, 2022 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Active Quickbars Increase / Decrease Hotkey
- Replies: 2
- Views: 694
Re: Active Quickbars Increase / Decrease Hotkey
Thanks for that, but I would still need access to at least one quickbar for grenades, fish, and the like. Is it possible to adjust settings with a mod I wonder?
- Sat Jan 29, 2022 5:43 pm
- Forum: Ideas and Suggestions
- Topic: Active Quickbars Increase / Decrease Hotkey
- Replies: 2
- Views: 694
Active Quickbars Increase / Decrease Hotkey
I like the quickbars, they are very versatile and useful. I just wish there was a keyboard shortcut to increase / decrease active quickbars.
This would be useful when exploring south and you want to quickly minimize the stack of quickbars so you can see biter nests easier.
This would be useful when exploring south and you want to quickly minimize the stack of quickbars so you can see biter nests easier.
- Thu Jan 27, 2022 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 41115
Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Still needed. There is no way (that I know of) to read ghosts into a signal, without mods at least.
- Thu Jan 27, 2022 4:17 pm
- Forum: Ideas and Suggestions
- Topic: Make landfilled tiles/ground absorb polution
- Replies: 4
- Views: 1594
Re: Make landfilled tiles/ground absorb polution
https://mods.factorio.com/mod/tiles-absorb-pollution
Enables pollution absorption for all tiles. I felt like there should never be a scenario where pollution would persist indefinitely.
Enables pollution absorption for all tiles. I felt like there should never be a scenario where pollution would persist indefinitely.
- Mon Jan 24, 2022 8:39 pm
- Forum: Railway Setups
- Topic: Trains enter multi-stop sequence without skipping first
- Replies: 0
- Views: 1633
Trains enter multi-stop sequence without skipping first
Created this system to have multiple trains that can begin a multi-position sequence via disabling first stop and without skipping the first stop. Required stop is to the right of picture. When the combinator is activated, the first train will begin the sequence, followed by the 2nd, etc. fs.png 0eN...
- Fri Jan 07, 2022 7:50 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Compilatron Construction Companion
- Replies: 4
- Views: 1867
Re: [Request] Compilatron Construction Companion
I do like the Updated Construction Drones. However, I was thinking more of a static compilatron that doesn't spawn like personal construction bots. It would be dumb, slow, run on burnables, and only move to a nearby blueprint and build from items in its trunk. I said "follow you around" in...
- Fri Jan 07, 2022 7:20 pm
- Forum: Outdated/Not implemented
- Topic: Click & Drag build should follow ghosts
- Replies: 3
- Views: 1603
Re: Click & Drag build should follow ghosts
If the initial click is an item on its own ghost, then dragging should only build for subsequent ghosts...
- Tue Jan 04, 2022 4:58 pm
- Forum: Modding help
- Topic: place_as_tile = noise expression?
- Replies: 0
- Views: 534
place_as_tile = noise expression?
Is it possible to invoke a noise expression during place_as_tile?
What I am trying to do is create a new item like stone bricks but instead of placing an artificial path it redraws the default tile from the map seed. Is this possible?
What I am trying to do is create a new item like stone bricks but instead of placing an artificial path it redraws the default tile from the map seed. Is this possible?