You are right. It works fine with one belt. Thanks!
But i think it should work with two belts too.
Search found 109 matches
- Mon Jan 14, 2019 10:34 pm
- Forum: Duplicates
- Topic: [0.16.51] inserter interaction with car on belt
- Replies: 4
- Views: 1890
- Mon Jan 14, 2019 4:19 pm
- Forum: Duplicates
- Topic: [0.16.51] inserter interaction with car on belt
- Replies: 4
- Views: 1890
[0.16.51] inserter interaction with car on belt
Hello, when you try to unload a car on a belt, the inserter will not grab anything from the car. loading with an inserter to a car on a belt works fine. i think unloading on a belt should work too. i also know it worked once. factoriocarbelt1.PNG without the belts the inserters work like expected. f...
- Mon Dec 24, 2018 12:13 pm
- Forum: News
- Topic: Friday Facts #274 - New fluid system 2
- Replies: 166
- Views: 72551
Re: Friday Facts #274 - New fluid system 2
Sorry, my bad, I misunderstood what you wrote. So yes, if you put 5 fluid into 101 pipes, it should eventually disappear. But that is not a very frequent case. Most common case is the pipes are full all the time and that loss does not seem very large to me. Not great, sure, but lower limit means mo...
- Fri Nov 30, 2018 4:37 pm
- Forum: News
- Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
- Replies: 122
- Views: 51144
- Sat Oct 27, 2018 11:10 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Gigatrains: 720-car trains supplying a 10K science/min base
- Replies: 21
- Views: 23885
- Sat Jul 21, 2018 8:18 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 93
- Views: 44049
- Sat May 19, 2018 4:06 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 60137
Re: Friday Facts #243 - New GUI tileset
Really nice GUI!
But what are the different colors on the filters meaning?
Also found a typo can i keep it?
But what are the different colors on the filters meaning?
Also found a typo can i keep it?
- Tue May 01, 2018 10:14 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Oil patch remover
- Replies: 4
- Views: 2127
Re: [Request] Oil patch remover
Creative mode can do that. Use the modifier wand to remove oil patches.
https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix
https://mods.factorio.com/mods/Chrisgbk ... e-mode-fix
- Fri Apr 27, 2018 12:25 am
- Forum: Combinator Creations
- Topic: Game of Life
- Replies: 0
- Views: 1641
Game of Life
Hi, i made a Game of Life cell thats easily tileable. (so finally i have beat the trailer :lol: ) GOL1.PNG The actual cell looks like this: GOL2.PNG With the famous glider: GOL3.PNG To set or reset a cell turn on and off the two constant combinators with L for life and D for death. (dont forget to t...
- Sat Apr 21, 2018 1:52 am
- Forum: Ideas and Suggestions
- Topic: Self-Fueling for Burner Drills
- Replies: 21
- Views: 13374
Re: Self-Fueling for Burner Drills
Then we get things like "but it happens with burner mining drills, why can't it happen with this?" Thats exactly the point. when you make parts of the game "doing it by itself" then other parts will follow. Maybe you will get logistic request turrets because an ammo belt is too ...
- Fri Apr 20, 2018 9:20 pm
- Forum: Ideas and Suggestions
- Topic: Self-Fueling for Burner Drills
- Replies: 21
- Views: 13374
Re: Self-Fueling for Burner Drills
You can already refuel burner drills automatically very easily:
if everything is perfectly self-maintaining, the game gets pretty boring in my opinion.- Sat Apr 07, 2018 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Water Well
- Replies: 8
- Views: 2984
Re: Water Well
You could also use the waterfill mod.
Maybe it will make its way into vanilla someday when biters learn to swim.
Otherwise its super OP because you can make uncrossable barriers with it.
Maybe it will make its way into vanilla someday when biters learn to swim.
Otherwise its super OP because you can make uncrossable barriers with it.
- Sat Apr 07, 2018 4:16 am
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 38452
Re: Friday Facts #237 - Rich & interactive text
Oh boy, i can see the rainbows in the chat from here!
Also Really nice idea to link icons in blueprint names.
Also Really nice idea to link icons in blueprint names.
- Fri Apr 06, 2018 3:31 pm
- Forum: Show your Creations
- Topic: 0.16 Strategy: Bus Belt Shift instead of Belt Balancing
- Replies: 8
- Views: 8293
Re: 0.16 Strategy: Bus Belt Shift instead of Belt Balancing
I see a problem when your belt is starved. So it will only supply the first outputline and empty the complete bus behind it.
With a balanced splitter you will always have items everywhere.
With a balanced splitter you will always have items everywhere.
- Mon Apr 02, 2018 2:23 pm
- Forum: General discussion
- Topic: How to use/manage blueprints properly??
- Replies: 12
- Views: 7756
Re: How to use/manage blueprints properly??
I think you should use a Blueprint book. With it you can use your mousewheel to scroll through the blueprints in it.
If you want to remove them permanently you can use the red trashcan button in the blueprint itself to delete it.
If you want to remove them permanently you can use the red trashcan button in the blueprint itself to delete it.
- Sat Dec 23, 2017 7:54 pm
- Forum: Ideas and Suggestions
- Topic: mixed ore fields
- Replies: 2
- Views: 1380
Re: mixed ore fields
Try the ore chaos mod
https://mods.factorio.com/mods/blueblue/orechaos
https://mods.factorio.com/mods/blueblue/orechaos
- Sat Dec 16, 2017 12:57 am
- Forum: Won't fix.
- Topic: [0.16.3] Substation supply area not rendering
- Replies: 1
- Views: 1574
[0.16.3] Substation supply area not rendering
Hi, the substation supply area is not rendered when outside of view Here i placed a substation with concrete over its supply area to show where it should render: power1.PNG So when you zoom in with a power entity in hand it will render it as expected: power2.PNG But when you move a bit away from it ...
- Fri Dec 15, 2017 10:46 pm
- Forum: News
- Topic: Friday Facts #221 - 0.16 is out
- Replies: 155
- Views: 59215
Re: Friday Facts #221 - 0.16 is out
I beg to differ.Vandroiy wrote:Belt compression is also about late-game balance!
Compressing belts is a pretty early game issue. when you making your furnace lines and a bus you want "full belt in/full belt out"
Also aye for sideload compressing,
nay for inserter/underground compressing.
- Fri Dec 15, 2017 7:57 pm
- Forum: Won't fix.
- Topic: [0.16][gfx] Pickaxe flips in player animation
- Replies: 2
- Views: 1423
[0.16][gfx] Pickaxe flips in player animation
Hi,
not a real bug more of a graphical thing:
the pickaxe on the players back flips when you are running or standing still: Thanks for noticing.
not a real bug more of a graphical thing:
the pickaxe on the players back flips when you are running or standing still: Thanks for noticing.
- Sun Dec 03, 2017 3:35 am
- Forum: Ideas and Suggestions
- Topic: Pickaxe -> Matter Manipulator
- Replies: 6
- Views: 3328
Re: Pickaxe -> Matter Manipulator
I like some of the ideas.
This could also fix the free wires in blueprint or the suggested wire gun problem for the circuit network.
This could also fix the free wires in blueprint or the suggested wire gun problem for the circuit network.