You can readout the speed of the ship at the hub
If you put a pump on either the fuel or oxidizer input to the thruster you can create a circuit that regulates the fuel
Flow based upon the speed
Search found 13 matches
- Sun Nov 10, 2024 2:31 pm
- Forum: Gameplay Help
- Topic: easy way to slow down a ship?
- Replies: 7
- Views: 3251
- Fri Nov 08, 2024 4:49 pm
- Forum: General discussion
- Topic: Space Age.. feels a little flat
- Replies: 37
- Views: 102476
Re: Space Age.. feels a little flat
i completely disagree with the first poster. Factorio is my favorite game every made (and i'm 52) and Space Age is even more goodness.
- Thu Nov 07, 2024 6:03 pm
- Forum: Gameplay Help
- Topic: Dynamic Rail Provider/Requester Setup
- Replies: 15
- Views: 5858
Re: Dynamic Rail Provider/Requester Setup
Thanks for the detailed answer. to your first point, thats already what i do for major materials that i need in large quantities - single requester stations dedicated to, for example, copper plates.
The single station multi request question is related to things that i need significantly less of ...
The single station multi request question is related to things that i need significantly less of ...
- Thu Nov 07, 2024 12:52 am
- Forum: Gameplay Help
- Topic: Dynamic Rail Provider/Requester Setup
- Replies: 15
- Views: 5858
Re: Dynamic Rail Provider/Requester Setup
You are not understanding my question, I give up - after extensive searches of the forums/reddit/etc. seems noone has solved this problem.
A simplified question:
Has anyone come up with a method to dynamically request different materials to be dropped at the same train station via the circuit ...
A simplified question:
Has anyone come up with a method to dynamically request different materials to be dropped at the same train station via the circuit ...
- Wed Nov 06, 2024 2:08 pm
- Forum: Gameplay Help
- Topic: Dynamic Rail Provider/Requester Setup
- Replies: 15
- Views: 5858
- Mon Nov 04, 2024 11:05 pm
- Forum: Gameplay Help
- Topic: Dynamic Rail Provider/Requester Setup
- Replies: 15
- Views: 5858
Re: Dynamic Rail Provider/Requester Setup
Understood - but none of that really answers the question or explains the behavior.
For example, if i have a train with a '[bulk wildcard] Requester' station tag, the moment iron ore enters the car, it becomes an '[iron ore] Requester' station tag. When the interupt condition is finished (e.g. it ...
For example, if i have a train with a '[bulk wildcard] Requester' station tag, the moment iron ore enters the car, it becomes an '[iron ore] Requester' station tag. When the interupt condition is finished (e.g. it ...
- Mon Nov 04, 2024 9:51 pm
- Forum: Gameplay Help
- Topic: Dynamic Rail Provider/Requester Setup
- Replies: 15
- Views: 5858
Dynamic Rail Provider/Requester Setup
All,
I have been searching for material on this, and it feels like there are no good solutions. There are a number of (overly complicated) setups for requester/provider circuit schemes, but they appear unnecessary and still do not provide the underlying functionality. I'm trying to understand if ...
I have been searching for material on this, and it feels like there are no good solutions. There are a number of (overly complicated) setups for requester/provider circuit schemes, but they appear unnecessary and still do not provide the underlying functionality. I'm trying to understand if ...
- Tue Mar 03, 2020 2:34 am
- Forum: Logistic Train Network
- Topic: 1.12.4 - LTN keeps complaining "No station supplying x found in networks 0x1"
- Replies: 9
- Views: 6352
- Tue Feb 06, 2018 11:17 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 91510
Re: Friday Facts #228 - High resolution turrets
So i get that i dont ever post, so you might take me for a newb, but i've played this game for a long time, and build megabases.
Grats.
What I would like is for the game to give me any reason to do something different - at least in vanilla.
The laser turrets are there to make the game ...
- Tue Feb 06, 2018 4:24 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 91510
Re: Friday Facts #228 - High resolution turrets
While we are at it, could we get a medium game gun turret? Longer range, better armor?
I guess, they meant the flame turrets to be the medium game gun turret. That beasts are quite devastating and work with any sort of oil (so they are cheap on ammo).
A combination of machine gun turrets, flamer ...
I guess, they meant the flame turrets to be the medium game gun turret. That beasts are quite devastating and work with any sort of oil (so they are cheap on ammo).
A combination of machine gun turrets, flamer ...
- Mon Feb 05, 2018 9:01 pm
- Forum: News
- Topic: Friday Facts #228 - High resolution turrets
- Replies: 135
- Views: 91510
Re: Friday Facts #228 - High resolution turrets
While we are at it, could we get a medium game gun turret? Longer range, better armor?
- Thu Jan 11, 2018 9:52 pm
- Forum: Ideas and Suggestions
- Topic: Nuclear Artillery Shells
- Replies: 32
- Views: 14069
Re: Nuclear Artillery Shells
There is a mod for that, while you wait. I play with it. Its pretty good & reasonably balanced.
https://mods.factorio.com/mods/SirDoomb ... cArtillery
https://mods.factorio.com/mods/SirDoomb ... cArtillery
- Mon Jan 08, 2018 11:34 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 163
- Views: 63859
Re: Roboports should output missing materials to circuit network
This! I want this (the OP request, not the musings afterwords) - Roboports should report negative values for the things they need for the constructors but don't have, OR, barring that, it should be a select-able toggle akin to 'read logistic network contents' or 'read robot statistics'.
I have a ...
I have a ...