Search found 20 matches
- Thu Mar 27, 2025 1:01 am
- Forum: Implemented Suggestions
- Topic: Allow decider combinator output constant to be parametrised
- Replies: 1
- Views: 438
Re: Allow decider combinator output constant to be parametrised
Looks like this got added via a bug fix in 2.0.43 (127695)
- Sat Mar 01, 2025 11:27 pm
- Forum: Implemented Suggestions
- Topic: Allow decider combinator output constant to be parametrised
- Replies: 1
- Views: 438
Allow decider combinator output constant to be parametrised
TL;DR
The value for the decider combinator constants should show up as a line in the Blueprint parametrisation window.
03-01-2025, 16-26-49.png
What?
The ability to set the constant value in decider combinator outputs added in 2.0.36 is great! But one use case where it can't replace a ...
The value for the decider combinator constants should show up as a line in the Blueprint parametrisation window.
03-01-2025, 16-26-49.png
What?
The ability to set the constant value in decider combinator outputs added in 2.0.36 is great! But one use case where it can't replace a ...
- Tue Feb 06, 2018 7:29 pm
- Forum: Ideas and Suggestions
- Topic: Option to block loops through stations
- Replies: 9
- Views: 3365
Re: Option to block loops through stations
The question is - why is your train trying to go in that loop in the first place?
Is the same station name used in multiple places? If so, there's a few fixes:
Change the signals to all chain signals as pleegwat suggested (the train may still wait a bit outside the station before repathing to a ...
Is the same station name used in multiple places? If so, there's a few fixes:
Change the signals to all chain signals as pleegwat suggested (the train may still wait a bit outside the station before repathing to a ...
- Thu Feb 01, 2018 10:41 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 122164
Re: [MOD 0.14] AAI Programmable Structures
I've hit a problem in the 0.4.1 AAI Programmable Structures release on Factorio 0.16.21. Whenever I click on either the Input Terminal or Output Terminal of the Tile Scanner, I get this error:
Error while running event aai-programmable-structures::on_tick (ID 0)
Can't add element with the name ...
Error while running event aai-programmable-structures::on_tick (ID 0)
Can't add element with the name ...
- Fri Oct 13, 2017 8:10 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 79940
Re: Friday Facts #212 - The GUI update (Part 1)
Looking at that long list of stations definitely makes me thing that you need a "web-like" auto-complete on the station list. Ie. If I click "Add Station", I should then be able to start typing a name and have it auto-filter the list based on the stations which are a partial match. Even better is if ...
- Fri May 19, 2017 4:59 pm
- Forum: Mods
- Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
- Replies: 18
- Views: 10214
Re: [MOD 0.15] E Boiler -An Electric Boiler mod
You all are missing the point. The purpose is to make steam for oil recipes, not power production.
I'd also love to see a setup where these are used with solar in place of accumulators. In other words, use solar + electric boilers to make steam during the day, then use stored steam at night for ...
I'd also love to see a setup where these are used with solar in place of accumulators. In other words, use solar + electric boilers to make steam during the day, then use stored steam at night for ...
- Fri May 06, 2016 8:55 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 91052
Re: Friday Facts #137 - The release scarecrow
Unless something has changed (quite possible), a previous FF mentioned that all inserters would becoming smart inserters - so I personally would expect the "rapid" inserters (terrible name) to have smart-ness.
As to losing stack size bonus for regular inserts? Depends where the rapid ones sit in ...
As to losing stack size bonus for regular inserts? Depends where the rapid ones sit in ...
- Mon Apr 25, 2016 4:33 am
- Forum: Mods
- Topic: [MOD 0.12.x][0.14.x] SmartLoader_0.3.5 (12.10.16)
- Replies: 32
- Views: 36526
Re: [MOD 0.12.x] SmartLoader_0.3.2 (16.04.16)
I see you really indulged in this mod :)
Did they rotate correctly by the way? I've looked over the code and now don't think the simultaneous rotation was done correctly as well.
I've been using that ~= because it seemed to me that it should be faster. This day I know there are other things that ...
Did they rotate correctly by the way? I've looked over the code and now don't think the simultaneous rotation was done correctly as well.
I've been using that ~= because it seemed to me that it should be faster. This day I know there are other things that ...
- Sun Apr 24, 2016 4:52 am
- Forum: Mods
- Topic: [MOD 0.12.x][0.14.x] SmartLoader_0.3.5 (12.10.16)
- Replies: 32
- Views: 36526
Re: [MOD 0.12.x] SmartLoader_0.3.2 (16.04.16)
I found a bug - SmartLoaders stop being smart if you put more than 120 of them down. The following statement in the on_tick handler is what's causing the problem:
if #global.ents<interval then
global.next_check=global.next_check+math.floor(interval/(#global.ents))
else
global.next_check=1
end ...
if #global.ents<interval then
global.next_check=global.next_check+math.floor(interval/(#global.ents))
else
global.next_check=1
end ...
- Fri Apr 22, 2016 9:17 pm
- Forum: Mods
- Topic: [MOD 0.12.x][0.14.x] SmartLoader_0.3.5 (12.10.16)
- Replies: 32
- Views: 36526
Re: [MOD 0.12.x] SmartLoader_0.3.2 (16.04.16)
I can't believe I didn't know about this mod until now. Really, really, really need this for my Bob's mod campaing where I've shipping everything including most intermediate items with trains to a central warehouse. Will be trying this out tonight, and a massive THANK YOU in advance to you, Adil.
- Mon Apr 04, 2016 5:25 pm
- Forum: Mod and installation managers
- Topic: CFAN - mod manager
- Replies: 37
- Views: 34811
Re: CFAN - mod manager
Nice. What CKAN features that are KSP specific made it over? I'm thinking stuff like:
* Automatic Factorio version determination
* Auto detection of manually installed mods
* Automatic Factorio version determination
* Auto detection of manually installed mods
- Wed Mar 30, 2016 5:33 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Misanthrope 0.3.7 -- Better Biter Mechanics
- Replies: 179
- Views: 126772
Re: [MOD 0.12.20+] Misanthrope 0.3.1 -- Better Biter Mechanics
Hey Afforess! I'm actually doing an LP featuring Misanthrope right now:
Nightingale Plays Factorio: Mercantilism and Misanthropy
The playthrough features Misanthrope, RSO, Bob's mods and max biter base richness , so it's pretty heavy on the biters. It's currently only on episode 4, and I won't ...
Nightingale Plays Factorio: Mercantilism and Misanthropy
The playthrough features Misanthrope, RSO, Bob's mods and max biter base richness , so it's pretty heavy on the biters. It's currently only on episode 4, and I won't ...
- Sun Mar 27, 2016 3:17 am
- Forum: Not a bug
- Topic: [0.12.26] Inserters get stuck feeding stone to furnace
- Replies: 26
- Views: 11295
Re: 0.12.26 alpha - Inserters get stuck feeding stone to furnace
Okay, I'll bite on this one. Here's another way that we can get the same behaviour (stuck inserter):
* Have a belt with different items on each side.
* Set up an assembler that takes only one of the items
* Blueprint it
* Lay the blueprint down
Now, the following may occur, and result in a stuck ...
* Have a belt with different items on each side.
* Set up an assembler that takes only one of the items
* Blueprint it
* Lay the blueprint down
Now, the following may occur, and result in a stuck ...
- Sat Mar 26, 2016 4:34 pm
- Forum: Videos
- Topic: Nightingale Plays Factorio (Bob's Mods, Misanthrope)
- Replies: 4
- Views: 13779
Re: Nightingale Plays Bob's Mods
I've got a brand new series out and as always I'd love any feedback! This time we're featuring heavy biters and Misanthrope!
Mercantilism and Misanthropy
Mercantilism and Misanthropy
- Thu Mar 24, 2016 3:01 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 222314
Re: Bob mods for 0.12 General Topic.
One question I have though (which is why I looked in this thread): does someone have a flowchart or spreadsheet of what processes use things from others? My factory is a huge sprawling mess at the moment. I left space as I built it but various emergency interconnections to use by products of ...
- Wed Feb 24, 2016 4:33 pm
- Forum: Ideas and Suggestions
- Topic: Logistic bots should take items from chest in reverse order
- Replies: 4
- Views: 3132
Re: Logistic bots should take items from chest in reverse order
Right now the only solution is to put them in a storage chest or logistic trash slots.
Although I agree that the behaviour should be changed, why don't you just use the logistic trash slots in this instance? Putting it into the "red zone" of a passive provider seems like more work (seeking out ...
Although I agree that the behaviour should be changed, why don't you just use the logistic trash slots in this instance? Putting it into the "red zone" of a passive provider seems like more work (seeking out ...
- Tue Jan 26, 2016 5:53 am
- Forum: Videos
- Topic: Nightingale Plays Factorio (Bob's Mods, Misanthrope)
- Replies: 4
- Views: 13779
Re: Nightingale Plays Bob's Mods
I've posted up a short teaser for this series:
https://youtu.be/uBB9Z_pyG1Q
Episodes 8-12 have also gone live, you can watch all the videos through the playlist:
https://youtu.be/vNsQH09j94A?list=PL4W7 ... 8Po_RZpfIO
https://youtu.be/uBB9Z_pyG1Q
Episodes 8-12 have also gone live, you can watch all the videos through the playlist:
https://youtu.be/vNsQH09j94A?list=PL4W7 ... 8Po_RZpfIO
- Thu Jan 21, 2016 4:14 am
- Forum: Videos
- Topic: Nightingale Plays Factorio (Bob's Mods, Misanthrope)
- Replies: 4
- Views: 13779
Re: Nightingale Plays Bob's Mods
Episodes 3-7 are now up - you can see all the episodes through the playlist:
https://www.youtube.com/watch?v=vNsQH09 ... 8Po_RZpfIO
Thanks to all who have provided comments so far.
https://www.youtube.com/watch?v=vNsQH09 ... 8Po_RZpfIO
Thanks to all who have provided comments so far.
- Fri Jan 15, 2016 8:11 pm
- Forum: Videos
- Topic: Nightingale Plays Factorio (Bob's Mods, Misanthrope)
- Replies: 4
- Views: 13779
- Thu Jan 14, 2016 3:21 am
- Forum: Videos
- Topic: Nightingale Plays Factorio (Bob's Mods, Misanthrope)
- Replies: 4
- Views: 13779
Nightingale Plays Factorio (Bob's Mods, Misanthrope)
Here's the place for all of Nightingale's Factorio series:
Current Series:
Mercantilism and Misanthropy
Completed Series:
Buses, Planes, Trains & Automobiles
Current Series:
Mercantilism and Misanthropy
Completed Series:
Buses, Planes, Trains & Automobiles