The GIF would probably show it if it wasn't unreadable.
But... yeah. It works. And it's marvellously simple if you understand the circuit system.
Search found 298 matches
- Wed Nov 16, 2016 2:18 pm
- Forum: Implemented Suggestions
- Topic: Filter Inserters: INVERT filter.
- Replies: 23
- Views: 10527
- Tue Nov 15, 2016 8:58 am
- Forum: Implemented Suggestions
- Topic: Inverse filter setting (Is not filter, take all except...)
- Replies: 32
- Views: 19226
Re: Inverse filter setting (Is not filter, take all except...)
So, since it's supposed to be possible and I'm just too dumb, anyone got a recipe for an inverted filter?
- Sun Nov 13, 2016 9:41 am
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 109489
Re: Friday Facts #164 - Nuclear power
Many early boiler setups use a mechanism of taking coal off a belt, placing it in the boiler, and then on the other side have another inserter removing the coal and placing it in a parallel boiler - a-la: http://i.imgur.com/rsP3wA5.jpg (Picture from: https://forums.factorio.com/viewtopic.php?f=23&a...
- Thu Nov 10, 2016 6:33 am
- Forum: General discussion
- Topic: Arithmetic Combinators: Constants only as 2nd op
- Replies: 1
- Views: 936
Arithmetic Combinators: Constants only as 2nd op
I've looked at FFF 88, but I see no rationale for why only the second combinator can be a number. I've a pattern for loading bots into roboports (thankfully, we can now read the numbers), and that, for the main base, has a constant comb with the numbers of bots I want (two items in it, construction ...
- Tue Nov 08, 2016 5:20 am
- Forum: Won't fix.
- Topic: [0.13.8] Creating a blueprint can miss the module proxy
- Replies: 5
- Views: 2034
Re: [0.13.8] Creating a blueprint can miss the module proxy
I think the bug here is the lack of visual feedback. With blueprints, what is included is marked with those edge markers. But those module requests fail to behave the same way.
- Sat Nov 05, 2016 5:59 am
- Forum: News
- Topic: Friday Facts #163 - New rails & New problems
- Replies: 66
- Views: 36506
Re: Friday Facts #163 - New rails & New problems
Python? Magic? "import antigravity"
Do it.
Do it.
- Wed Nov 02, 2016 7:45 pm
- Forum: General discussion
- Topic: Solar is BORING, here is why you should switch to steam!!
- Replies: 13
- Views: 7796
Re: Solar is BORING, here is why you should switch to steam!!
Filling 20+ 6x6 Warehouses with coal might give you an idea of how much coal I am talking about here.... Do you have some kind of mod which gives coal as side product? Or why do you mine such a huge amount of coal if you do not need it? I mine everything, always, and I hate building on top of ores....
- Mon Oct 24, 2016 8:34 pm
- Forum: Resource Spawner Overhaul
- Topic: Adding RSO to existing map spawns res under structures
- Replies: 2
- Views: 1806
Adding RSO to existing map spawns res under structures
I looked at config.lua, but I can't see any setting for it not spawning resources where I've already mined everything. Easiest would be some "only spawn in newly uncovered chunks" but either it doesn't exist, or I'm blind.
- Sat Sep 24, 2016 2:29 pm
- Forum: Mods
- Topic: [MOD 1.1] Squeak Through 1.8.2
- Replies: 115
- Views: 120907
Re: [MOD 0.14] Squeak Through 1.1.4
ObThanksPost :D Really, I'm right now playing vanilla in Steam to get me some Steam achievements... and Squeak Through is the mod I currently miss the most. Actually, it's the mod I miss, period. Steam achievements are disabled when you play modded, in case someone reading this didn't know yet. I me...
- Fri Sep 23, 2016 12:40 pm
- Forum: Multiplayer
- Topic: New server browser (sort by distance, search mods and players, etc.)
- Replies: 31
- Views: 14925
Re: New server browser (search by country, mods, player name, etc.)
Well of course.luc wrote:The devs are aware of this: I asked for permission to run it.
What do you want them to do with it, integrate these options in the game?
- Thu Sep 22, 2016 11:46 pm
- Forum: Multiplayer
- Topic: New server browser (sort by distance, search mods and players, etc.)
- Replies: 31
- Views: 14925
Re: New server browser (search by country, mods, player name, etc.)
Hey devs, hope you've seen this.
- Mon Sep 12, 2016 11:48 am
- Forum: Ideas and Suggestions
- Topic: Suggestion: View current assembler production list.
- Replies: 3
- Views: 1311
Re: Suggestion: View current assembler production list.
It's not a problem for you, but for others. Please, high-horse riding is dangerous. Minimap? Use the actual map more! It needs something that most games with maps have: overlays, switchable. Add that, make it moddable, leave it to the community to actually do it. And in the world (non-map): Prison A...
- Sun Sep 11, 2016 1:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [cube] Update 0.13.20 -> 0.14.5 fails
- Replies: 1
- Views: 797
[cube] Update 0.13.20 -> 0.14.5 fails
33.844 Info Updater.cpp:749: Downloading https://updater.factorio.com/get-available-versions?username=hankthesnake&token=<private>&apiVersion=2 34.906 A newer version of Factorio exists, but it can no longer be obtained using automatic updates. Please download the latest version manually fro...
- Fri Sep 09, 2016 11:54 pm
- Forum: Mods
- Topic: [MOD 0.13.0] Satellite Radar
- Replies: 62
- Views: 37628
Re: [MOD 0.13.0] Satellite Radar
What Dahn said: some radars get upgraded, some don't. I'm at 60 sats now, I suspect all might(!) get upgraded when I reach 72... I cannot recall when (in launched-satellite terms) I placed each radar.
- Fri Sep 09, 2016 8:52 pm
- Forum: Ideas and Suggestions
- Topic: Copy/Paste Train Conditions
- Replies: 25
- Views: 46724
Re: Copy/Paste Train Conditions
I'd actually have preferred a completely station-based condition system. That is, read info from stop (wait time, inactivity time, cargo consist), process in circuit network, give leave command to train via stop (so stations, unlike now, would need both in- and output signals). Because blueprinting ...
- Sat Aug 27, 2016 8:41 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Gandalf 1.0.0
- Replies: 12
- Views: 8940
Re: [MOD 0.12.x] Gandalf 1.0.0
I just ran into the problem of Factorio, due to a willy-nilly build order (or, not control over) over-connecting poles and thus leaving my solar-panel substations unconnected. So... I'd *love* to have this or something like it for 0.13ff.
Anyone? Bueller? Pretty please with a cherry on top?
Anyone? Bueller? Pretty please with a cherry on top?
- Sat Aug 27, 2016 3:01 am
- Forum: Questions, reviews and ratings
- Topic: Mod style guide? Needed, I think.
- Replies: 4
- Views: 3406
Mod style guide? Needed, I think.
This isn't a concrete proposal of any sort, but I noticed that all the mods I have in use have completely different icons at the top. Size varies. And that looks ugly. I am also not proposing Wube enforcing anything here, I'd prefer if people just voluntarily (here, it can work :D) adapt some common...
- Fri Aug 26, 2016 11:50 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Avatars (0.3.1)
- Replies: 26
- Views: 22049
Re: [MOD 0.12.x] Avatars (0.3.1)
Like it... although I haven't fully used it, because to my disappointment, Avatar Skin cannot(!) be made in an Avatar Assembling Machine. I think it at least should. Haven't found where the restriction comes from, but then, I'm still getting a feel for modding. Maybe it's because the AAM cannot take...
- Wed Aug 24, 2016 9:17 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 205169
Re: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Hmm, love the work you collectively did on 0.3.0. Yup, works, after I finally violated my allegiance to the mod portal
Only thing missing now: Support for the Warehousing mod.
Only thing missing now: Support for the Warehousing mod.
- Tue Aug 23, 2016 5:03 am
- Forum: Mods
- Topic: [MOD 0.15] ModuleInserter 2.0.0
- Replies: 133
- Views: 93242
Re: [MOD 0.12.+|0.13] ModuleInserter 0.2.1
I see the same some similar graphics corruption of the module icons. Both Factorio and mod current (mod just installed and looked at... I don't like the UI, especially when I want/need to work on placed items, but then I guess that's the limitations of Factorio's mod API)