it's only essential when provider stations provide more then 1 product. You can make multiple stations next to each other.
Also delivery stations need to have 100 more space than ordered to be able to empty the trains.
Search found 126 matches
- Thu Dec 21, 2017 7:22 am
- Forum: Logistic Train Network
- Topic: Disable complete loading
- Replies: 3
- Views: 2102
- Fri Aug 18, 2017 9:00 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 39794
Re: Friday Facts #204 - Another day, another optimisation
i completely didn't understand anything in this fff
- Thu Aug 10, 2017 7:39 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1388346
Re: Development and Discussion
Angel, i have a suggestion to avoid the building clutter: add items like "tier 1 4x4 foundation", made with the regular amounts of iron, stone etc, and let this be the only ingedrient of all the tier 1 4x4x buildings in your mods. Also make it so that when you pick up one of these building...
- Sun Jul 16, 2017 5:51 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 13563
Re: [MOD 0.15.x] Marathon Mod Automated
there seems to be a loading bug since the last update (30)
after some testing everything works when rolling angels smelting back to 3.3
after some testing everything works when rolling angels smelting back to 3.3
- Fri May 12, 2017 7:05 pm
- Forum: News
- Topic: Friday Facts #190 - The quiet days
- Replies: 68
- Views: 37164
Re: Friday Facts #190 - The quiet days
Personally I envision Factorio V1.0 to have the Spidertron, train tunnels and/or bridges and the first rudimentary space stations for really advanced research, like higher tier power armour, superfast maglev trains that run inside concrete vacuum tunnels and more radar-map-to-view-blueprint-constru...
- Fri May 05, 2017 6:04 pm
- Forum: Releases
- Topic: Version 0.15.7
- Replies: 72
- Views: 48842
Re: Version 0.15.7
for me the fun in factorio is finding a solution for this.oLaudix wrote:That forces me to start new game because i have no room in my setup to put it unless i build it on the ramparts of my base.
- Fri Mar 17, 2017 5:42 pm
- Forum: News
- Topic: Friday Facts #182 - Optimizations, always more optimizations
- Replies: 94
- Views: 42469
Re: Friday Facts #182 - Optimizations, always more optimizations
As long as they find bugs by just loading their test games there is realy no need to do this.Ubertwink wrote:Maybe put up unstable 0.15 releases? Just make them non-obtainable with the "latest experimental" option, only by explicit version selection.
- Wed Nov 23, 2016 10:29 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1388346
Re: Development and Discussion
Honestly, all these questions don't belong here
There is a search bar in the tech tree and in the recipes list. Also use this this mod.
Angel666 conveniently adds the products of a recipe into the name so you can search for it.
There is a search bar in the tech tree and in the recipes list. Also use this this mod.
Angel666 conveniently adds the products of a recipe into the name so you can search for it.
- Mon Nov 21, 2016 10:38 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 111263
Re: [0.14] Reactors & Atomic Locomotives
So i had a lot of fun? yesterday trying to contain rolling blackouts yesterday. Due to an attack in an outpost, there was a brownout leading to poweroff on the cooling pumps, leading to overheating. It took me 30 minutes before i had it back to stable. I'm thinking about using a solar field to power...
- Mon Nov 14, 2016 12:38 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1388346
Re: Development and Discussion
Some early WIP for the crawler. Ohhh.. what does it will do? It will be basically a car with a big ass trunk and a big ass roboport. Suggestions: - make it have two speeds: one slow speed for driving inside a base, and a faster speed for driving to outposts. - somehow let it pickup a whole warehous...
- Mon Oct 17, 2016 8:48 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1218979
Re: Bugs & FAQ
Hello, i didn't get an answer yet. Kind regardssafan wrote:how do i enable uranium for the reactor mod?
- Sun Oct 09, 2016 11:40 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1218979
Re: Bugs & FAQ
how do i enable uranium for the reactor mod?
- Fri Sep 09, 2016 11:08 am
- Forum: Releases
- Topic: Version 0.14.5
- Replies: 30
- Views: 32887
Re: Version 0.14.5
I'm kinda sad that most of the features of this update have to do with handling idiots, griefers and other scum on the multiplayer servers. Getting more popular clearly means getting more dickheads too ...
- Thu Sep 08, 2016 3:53 pm
- Forum: Mods
- Topic: [MOD 0.14] Lord Of War 0.0.2
- Replies: 7
- Views: 3499
Re: [MOD 0.14] Lord Of War 0.0.2
should be fixed that you can't use it without having the advanced logistics system installed
- Sun Aug 28, 2016 8:11 pm
- Forum: Mods
- Topic: [MOD 0.14] Lord Of War 0.0.2
- Replies: 7
- Views: 3499
Re: [MOD 0.14] Lord Of War 0.0.2
it's not intentional, but i've copied the entire gui more or less from advanced logistics. One of the task i've still to do is to clean styles.lua from all the stuff i don't actually use. You shouldn't have a problem using this mod without advanced logistics. I've tested it without.
- Sun Aug 28, 2016 7:44 pm
- Forum: Mods
- Topic: [MOD 0.14] Lord Of War 0.0.2
- Replies: 7
- Views: 3499
[MOD 0.14] Lord Of War 0.0.2
Lord Of War Info: Name: LordOfWar Latest Release: v0.0.2, 25/8/2016 Factorio Version: 0.14.1 Download: Github Tags: endgame, resource sink, challenge Author: SafaN Short description This mod adds an interface that will ask for certain goods (guns, armor, explosives, ammunition). When completed the ...
- Sun Aug 14, 2016 6:20 am
- Forum: Modding help
- Topic: [solved] use force.name instead of force
- Replies: 1
- Views: 632
[solved] use force.name instead of force
No idea if it's factorio related or a programming error (i'm not a programmer) I need to track built entitys, so i wanted to store them in an array on the entityBuilt event: function entityBuilt(event, entity) local force = entity.force global.lordofwar.exportWarehouses[force] = global.lordofwar.exp...
- Sat Aug 13, 2016 8:10 am
- Forum: News
- Topic: Friday facts #151 - The plans for 0.14
- Replies: 196
- Views: 83304
Re: Friday facts #151 - The plans for 0.14
Why are developers spending time for something that can be perfectly done with a mod? Please concentrate on providing things that can't be modded: - new map with overlays (power, logistic networks, ores etc) - new world generation with rivers, mountains, hills besides the neverending lakes and plain...
- Fri Aug 05, 2016 1:50 pm
- Forum: Tools
- Topic: [0.13-0.15] [Library]Factorio Standard Library Project 0.8.0
- Replies: 59
- Views: 47455
Re: [0.12-0.13] [Library]Factorio Standard Library Project 0.6.0
Hello, interesting initiative. I have a suggestion, since i'm struggling with the gui to make my mod. Can you make something for creating a button that can open and close a new window. I'm trying to do this without knowing any program skills and it just won't work. It could also be used to update th...
- Mon Aug 01, 2016 11:59 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1388346
Re: Development and Discussion
i'd rather have that valve to be circuit connectable. Don't know if it's bob's or yourskinnom wrote:Maybe a small tank for the circuit networkArch666Angel wrote: BTW: More tanks?