Thanks DaveMcW!
That works! its an unituitive gamemechanic, so i hope they can make it better.
Search found 10 matches
- Wed Jun 07, 2017 1:10 pm
- Forum: Gameplay Help
- Topic: Train Loading and inserter on circuits
- Replies: 4
- Views: 3392
- Wed Jun 07, 2017 12:19 pm
- Forum: Gameplay Help
- Topic: Train Loading and inserter on circuits
- Replies: 4
- Views: 3392
Re: Train Loading and inserter on circuits
Yes i have used that to toggle the power poles, as i tried explaining. I dont power the inserters until a train gets to the station
- Wed Jun 07, 2017 11:46 am
- Forum: Gameplay Help
- Topic: Train Loading and inserter on circuits
- Replies: 4
- Views: 3392
Train Loading and inserter on circuits
Hi i dont understand this. I read it was fixed, so it must be my understanding that is lacking.
I want to make a builder train that load lots of different items onto a train based on the read content. To restrict each of the slots in a cargo wagon is tedious, so i hoped i could do it with some ...
I want to make a builder train that load lots of different items onto a train based on the read content. To restrict each of the slots in a cargo wagon is tedious, so i hoped i could do it with some ...
- Tue May 16, 2017 1:52 pm
- Forum: Pending
- Topic: [15.0.10] minimap resizes on hover
- Replies: 3
- Views: 1663
Re: [15.0.10] minimap resizes on hover
I havent done anything special, is there any log i can provide to help?
- Thu May 11, 2017 7:19 pm
- Forum: Pending
- Topic: [15.0.10] minimap resizes on hover
- Replies: 3
- Views: 1663
[15.0.10] minimap resizes on hover
If you have an item in your hand and hover over a building, minimap changes size.
Also when i played the recording, notice the first module changes color
Also when i played the recording, notice the first module changes color
- Fri Aug 07, 2015 10:06 pm
- Forum: Mods
- Topic: [MOD 0.12.0] Expensive Research
- Replies: 3
- Views: 12390
Re: [0.12] Expensive Research
I havent tried with any mods, but it should apply to all techs, unless mods tech gets registerered elsewhere.
sure, this is what i do:
1. check how many types of ingredients required -> this is the tier
2. sets the adjust factor to: 1.1 + (tier/10)*1.7
3. tier 2 gets a flat 15% pentaly on top of ...
sure, this is what i do:
1. check how many types of ingredients required -> this is the tier
2. sets the adjust factor to: 1.1 + (tier/10)*1.7
3. tier 2 gets a flat 15% pentaly on top of ...
- Thu Aug 06, 2015 4:43 pm
- Forum: Mods
- Topic: [MOD 0.12.0] Expensive Research
- Replies: 3
- Views: 12390
[MOD 0.12.0] Expensive Research
Name: Expensive Research
released: 06.08.15
last update: 08.08.15
Tested in: 0.12.x
contact: pm me, or post in this thread.
Author: ArgTang
This mod makes all research more expensive and take longer time.
I build my factory slower than i can research stuff, so i made this to try to balance this ...
released: 06.08.15
last update: 08.08.15
Tested in: 0.12.x
contact: pm me, or post in this thread.
Author: ArgTang
This mod makes all research more expensive and take longer time.
I build my factory slower than i can research stuff, so i made this to try to balance this ...
- Thu Aug 06, 2015 3:02 pm
- Forum: Ideas and Suggestions
- Topic: be able to open items to the network in requester chest
- Replies: 1
- Views: 1153
be able to open items to the network in requester chest
Hi, I have a suggestion!
I would like to be able to set: store items of this type in this chest, if you contain more than x robots can pick up excess from this chest.
If you have a requester chest set for store all belts here, and then the beltfactoy ->smartinserter into a passive provider. the ...
I would like to be able to set: store items of this type in this chest, if you contain more than x robots can pick up excess from this chest.
If you have a requester chest set for store all belts here, and then the beltfactoy ->smartinserter into a passive provider. the ...
- Tue Jul 28, 2015 12:01 pm
- Forum: Modding help
- Topic: Iterate over and change techs?
- Replies: 3
- Views: 2481
Re: Iterate over and change techs?
thanks!
in data-updates.lua i now have:
for i, tech in pairs(data.raw["technology"]) do
local level = 1 + (#tech.unit.ingredients/10)*2;
tech.unit.count = tech.unit.count * level
tech.unit.time = tech.unit.time * level
end
reset_recipes wont work in this file, but should probably be in ...
in data-updates.lua i now have:
for i, tech in pairs(data.raw["technology"]) do
local level = 1 + (#tech.unit.ingredients/10)*2;
tech.unit.count = tech.unit.count * level
tech.unit.time = tech.unit.time * level
end
reset_recipes wont work in this file, but should probably be in ...
- Tue Jul 28, 2015 10:57 am
- Forum: Modding help
- Topic: Iterate over and change techs?
- Replies: 3
- Views: 2481
Iterate over and change techs?
Is there a way to iterate over techs and change them?
or do i have to copy techfile and change that file via some script? something like this: https://gist.github.com/pfmoore/aa101ee1daeebf202e87
I have tried some diffrent things ex:
for n,t in pairs(game.players) do
for v, techs in pairs(t ...
or do i have to copy techfile and change that file via some script? something like this: https://gist.github.com/pfmoore/aa101ee1daeebf202e87
I have tried some diffrent things ex:
for n,t in pairs(game.players) do
for v, techs in pairs(t ...