Electricity has a priority.
#1 is Solar Panels
#2 is Steam Engines
#3 is Accumulators
If you consume less electricity than your solar power can produce your steam engines won't run. The steam engines turn on at night because you have no sunlight so your solar panels don't produce electricty.
Search found 1828 matches
- Thu Jun 30, 2016 9:18 am
- Forum: Gameplay Help
- Topic: Problem With Steam Engine system.
- Replies: 13
- Views: 7786
- Wed Jun 29, 2016 11:13 pm
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 153141
Re: [0.13.x] Bob's Mods: General Discussion
Reinforced-gate has the wall connector on the wrong side leaving gaps between the wall and gate.
Top gate is reinforced, bottom gate is normal gate. Doesn't matter which type of wall it connects too.
Top gate is reinforced, bottom gate is normal gate. Doesn't matter which type of wall it connects too.
- Wed Jun 29, 2016 1:43 am
- Forum: Gameplay Help
- Topic: Beltless train unloading station issue
- Replies: 6
- Views: 3902
Re: Beltless train unloading station issue
The easiest way to do this would be to change all of your requester warehouses into storage warehouses and prime them with a stack of items. Robots will prioritize dropping items into a storage container that already contains what they are carrying (depending on range). To keep your storage warehous...
- Mon Jun 27, 2016 10:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.0] Can't log into mod portal with Steam version
- Replies: 8
- Views: 9094
Re: [0.13.0] Can't log into mod portal with Steam version
Is your factorio account linked to steam? Should be in here somewhere https://www.factorio.com/settings
- Sun Jun 26, 2016 2:00 am
- Forum: Gameplay Help
- Topic: Trains not working
- Replies: 4
- Views: 8799
Re: Trains not working
For this setup 1. [edit] The left station needs to be on the north side and the right station needs to be on the south side of the track. 2. The East train station isn't even on the track. 3. Signals need an oposite signal directly across from them to make the track a two way track (back and forth)....
- Thu Jun 23, 2016 8:29 pm
- Forum: Bob's mods
- Topic: Confused on "long" vs. "far" inserters
- Replies: 1
- Views: 1273
Re: Confused on "long" vs. "far" inserters
Far inserters are, long inserters which put their item on the closest side of the far belt to the inserter, Near inserters put their item on the closest side of the belt next to it. Default inserter behavior for "long" and normal is to put the item on the side of the belt farthest from the...
- Sat Jun 11, 2016 2:28 am
- Forum: Fixed for 2.0
- Topic: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
- Replies: 14
- Views: 5998
Re: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
This does happen to me also. I am using a lot of mods so I just ignored it. Besides using bobsmods and 12 legs I tend to overshoot the gates so being able to jump over walls is ok :). I am using squeak through mod so maybe that has something to do with it. If I get a chance I will try removing some ...
- Fri Jun 03, 2016 1:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equipment Swap 0.0.1
- Replies: 2
- Views: 1702
Re: [MOD 0.12.x] Equipment Swap 0.0.1
This mod has become my personal roboport fix. I can finally easily disable my robots and go into a more defensive suit!
Edit: A little more description. This mod doesn't remove stuff from your power armor it just swaps stuff so any batteries/etc you don't swap will keep their full charge
Edit: A little more description. This mod doesn't remove stuff from your power armor it just swaps stuff so any batteries/etc you don't swap will keep their full charge