I fixed the blue one. Some roboports might need replacing since they keep orange one if you put them before installing the mod.
Edit1: Actually not. Those were roboports from other mod.
Search found 282 matches
- Fri Jul 03, 2015 5:07 pm
- Forum: News
- Topic: Friday Facts #93 - Furious Finish
- Replies: 62
- Views: 44865
- Fri Jul 03, 2015 11:58 am
- Forum: Mods
- Topic: [MOD 0.9.x] Colorblind Roboport Radius Overlay
- Replies: 12
- Views: 21905
- Fri Jul 03, 2015 10:43 am
- Forum: Off topic
- Topic: Reddit Protests - Should /r/Factorio go private?
- Replies: 14
- Views: 13973
Re: Reddit Protests - Should /r/Factorio go private?
I guess we do.
- Fri Jul 03, 2015 10:07 am
- Forum: Off topic
- Topic: Reddit Protests - Should /r/Factorio go private?
- Replies: 14
- Views: 13973
Re: Reddit Protests - Should /r/Factorio go private?
You still don't get my point. It might be fault of my medicore usage of english since its not my native language. I will summarise it in one sentence. Don't USE ppl for your cause but instead TALK them into backing you up on their own. You can't deal with smth? ASK for help. Asking is the keyword he...
- Fri Jul 03, 2015 9:53 am
- Forum: Off topic
- Topic: Reddit Protests - Should /r/Factorio go private?
- Replies: 14
- Views: 13973
Re: Reddit Protests - Should /r/Factorio go private?
I think you fail to understand what a protest, strike, or rebellion is about. Of course people not involved are going to be affected, the moderators acted to get the admins to open up communication. Otherwise, they should have all just quit being mods. Which by the way, would have affected people t...
- Fri Jul 03, 2015 9:34 am
- Forum: Off topic
- Topic: Reddit Protests - Should /r/Factorio go private?
- Replies: 14
- Views: 13973
Re: Reddit Protests - Should /r/Factorio go private?
It hardly matters in the long run, but it's better to have compassion than apathy. Well, we are quite different there. Im not telling the admins of reddit handled matters well, cuz they didnt, but i will never symathize with ppl that try to solve their matters by doing stuff that affects ppl comple...
- Fri Jul 03, 2015 9:26 am
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 215438
Re: Electric energy
Not now. But we must remember game is set up in cosmos era. There may be processes to get rid of nuclear waste in the future. (radiation "eating" fungi: http://www.scienceagogo.com/news/200704 ... _sys.shtml)ssilk wrote:There is no 100% clean nuclear power ever.
- Fri Jul 03, 2015 9:13 am
- Forum: Off topic
- Topic: Reddit Protests - Should /r/Factorio go private?
- Replies: 14
- Views: 13973
Re: Reddit Protests - Should /r/Factorio go private?
I don't see how the Factorio community would profit in any way shape or form by becoming involved in the workings of a completely unrelated company. This. Same goes to other reddits that got closed. Someone got fired ... who gives a crap? Why should anyone give a crap? The only people who should ca...
- Fri Jul 03, 2015 8:54 am
- Forum: Off topic
- Topic: Reddit Protests - Should /r/Factorio go private?
- Replies: 14
- Views: 13973
Re: Reddit Protests - Should /r/Factorio go private?
They went full retard over nothing ...
- Thu Jul 02, 2015 5:32 pm
- Forum: Show your Creations
- Topic: Challenge: Unreasonable Smelting
- Replies: 8
- Views: 14909
Re: Challenge: Unreasonable Smelting
0 factory, 100% smeltingXterminator wrote:Hmm yea I think like 100k plate a minute is a reasonable challenge.
- Thu Jul 02, 2015 5:23 pm
- Forum: Gameplay Help
- Topic: Yet Another junction problem (signals).
- Replies: 4
- Views: 4719
Yet Another junction problem (signals).
http://i.imgur.com/ki8nT9F.jpg
I want the marked signal to let through trains that are going from left to top when there is train going from right to bottom. Is there a way to do it or do i have to build it bigger to fit signals in the middle?
I want the marked signal to let through trains that are going from left to top when there is train going from right to bottom. Is there a way to do it or do i have to build it bigger to fit signals in the middle?
- Thu Jul 02, 2015 8:19 am
- Forum: Show your Creations
- Topic: Challenge: Unreasonable Smelting
- Replies: 8
- Views: 14909
Re: Challenge: Unreasonable Smelting
This big setup: http://i.imgur.com/RnIMSXM.jpg makes over 5000 plates per minute (http://i.imgur.com/Az7kNl8.jpg) with nothing but tier 1 speed modules in the beacons. If i would put tier 3s in the small setup it could probably make 6k per minute.
- Mon Jun 29, 2015 4:30 pm
- Forum: Gameplay Help
- Topic: Track junctions + singals problem.
- Replies: 4
- Views: 3847
Re: Track junctions + singals problem.
Exactly. A single signal effectively makes a one-way track. Edit: To make a two-way track, make sure the signals are coupled - they need to be exactly opposite eachother, and when one is highlighted the other will be highlighted as well, letting you know they are indeed coupled. Thank you. Now I un...
- Mon Jun 29, 2015 4:03 pm
- Forum: Gameplay Help
- Topic: Track junctions + singals problem.
- Replies: 4
- Views: 3847
Re: Track junctions + singals problem.
Signals should always be to the right of the train. A signal on one side is equivalent to having signals on both sides, with the other side constantly red. The signal on top is on the left in the direction the train is coming, so it is considered to be always red. Move it to the other side of the s...
- Mon Jun 29, 2015 3:42 pm
- Forum: Gameplay Help
- Topic: Track junctions + singals problem.
- Replies: 4
- Views: 3847
Track junctions + singals problem.
I wanted to learn Colonel Will's way of trains but i have porblem signaling junctions. I build this: http://i.imgur.com/Y5nEAaM.jpg and the signal i marked with red rectangle makes the train go "no path". How do I put signals in junctions like this? IF i remove that signal it works but I o...
- Sun Jun 28, 2015 5:16 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 549012
Re: Let's see your clever builds
I haven't seen anything to suggest that this would eliminate the "accordion effect" that happens when one item bumps into another, which is what throws most balancing/splitting layouts off. Afaik items on new belts are not individual entities anymore, so they dont have collision box. Not ...
- Sun Jun 28, 2015 10:40 am
- Forum: Gameplay Help
- Topic: Ore transport - double red to double blue throughput
- Replies: 4
- Views: 3964
Re: Ore transport - double red to double blue throughput
I remade it like this: http://i.imgur.com/i6X14pr.png and it works great. Thank you for your help.
- Sun Jun 28, 2015 10:28 am
- Forum: Gameplay Help
- Topic: Ore transport - double red to double blue throughput
- Replies: 4
- Views: 3964
Re: Ore transport - double red to double blue throughput
I do it like this: http://i.imgur.com/H3tLKPw.png
First set is old one from red belt. I added 2nd set when i upgraded to blue but the red set just turned off with no room to place ore. You mean i should have 4 belts merging into 2 instead so many inserters at one?
First set is old one from red belt. I added 2nd set when i upgraded to blue but the red set just turned off with no room to place ore. You mean i should have 4 belts merging into 2 instead so many inserters at one?
- Sun Jun 28, 2015 8:52 am
- Forum: Off topic
- Topic: Real Life Factorio
- Replies: 1
- Views: 5579
Real Life Factorio
?
Someone played factorio one too many times.
Someone played factorio one too many times.
- Sat Jun 27, 2015 11:52 pm
- Forum: Gameplay Help
- Topic: Ore transport - double red to double blue throughput
- Replies: 4
- Views: 3964
Ore transport - double red to double blue throughput
I recently went from red to blue belts for the first time and I must say im disappointed. I usually go with double red belt with 10 fast inserters feeding each of them (5 per side 20 in total). Another pair didnt really change anything so i decided to go with blue belt but after adding yet another p...