Search found 109 matches

by Brathahn
Tue Jan 03, 2017 3:42 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 68481

Re: [0.13][0.14] Building Platform v1.0.3

I installed your mod and now i got this error message on loading Factorio.
Image

Edit:
Well, it seems this mod interferes with the suit plug mod.
I deleted it and now its working.

Maybe interesting for anyone who has the same problem.
by Brathahn
Thu Dec 29, 2016 10:34 pm
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 187
Views: 70712

Re: [MOD 0.14.x|MOD 0.13.9+]Recycling Machines

Hi,
is it possible to set a recycling recipe with a crafting combinator somehow? (crafting combinator mod)
If not would it be possible to add the recycling-recipes to the virtual signals?
by Brathahn
Sat Dec 24, 2016 1:12 pm
Forum: Ideas and Suggestions
Topic: Walk over/between solar panels and accumulators.
Replies: 4
Views: 1607

Re: Walk over/between solar panels and accumulators.

There is a mod for this particular problem:
viewtopic.php?t=16476
by Brathahn
Thu Dec 22, 2016 12:54 pm
Forum: Not a bug
Topic: Less than and Greater than symbols reversed.
Replies: 2
Views: 2073

Re: Less than and Greater than symbols reversed.

I dont see the problem here? your setup works as expectet also the symbol is not reversed. you combinator computes: when green science pack is less than 5 --> output signal [0] with a value of 1 and your belt is set to: enabled when signal [0]= 1 so the belt will activate when you have less than 5 s...
by Brathahn
Sat Dec 17, 2016 5:50 am
Forum: Gameplay Help
Topic: Help with Logistics
Replies: 1
Views: 1206

Re: Help with Logistics

Put a wire on the inserter and the storage-chest, then set the inserter to actvate below your required amount of concrete.
This way the requester-chest will always be filled, but items are only pulled from it when needed.
by Brathahn
Mon Dec 12, 2016 12:08 pm
Forum: Angels Mods
Topic: Show me yours...
Replies: 62
Views: 55131

Re: Show me yours...

Some of my creations.. mostly the refining stuff. (its a bobs+angels map) Crusher setup: https://abload.de/thumb/angel12mo3w.jpg More Crushers: https://abload.de/thumb/angel2wiola.jpg Flotation and leaching: (always leave some space for easy expansion) https://abload.de/thumb/angel3v6ppf.jpg Gold an...
by Brathahn
Fri Dec 02, 2016 8:11 am
Forum: Gameplay Help
Topic: balance items in chest
Replies: 7
Views: 5843

Re: balance items in chest

i made such a contraption once. its also capable of handling multiple item types.

viewtopic.php?f=193&t=29636
by Brathahn
Sun Oct 30, 2016 3:06 am
Forum: Not a bug
Topic: [0.14.17] Blueprints not setting belt conditions
Replies: 1
Views: 923

[0.14.17] Blueprints not setting belt conditions

Hi,
When using a blueprint with circuit-belts over existing belts, the belts are not set to the blueprint conditions.

Building it with blueprint works as expected.
beltcopy1.jpg
beltcopy1.jpg (349.55 KiB) Viewed 923 times
Building it over existing belts wont set the conditions.
beltcopy2.jpg
beltcopy2.jpg (495.66 KiB) Viewed 923 times
by Brathahn
Sun Oct 09, 2016 2:14 am
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 74
Views: 78209

Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.

binbinhfr wrote:The only explanation for me is that you are using another mod that changes this data.
You are right. There was another mod that changed it... i deleted it and now its back to normal. (Dang modpacks :roll: )
Thanks anyways
by Brathahn
Sat Oct 08, 2016 4:58 pm
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 74
Views: 78209

Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.

Hello,
how do you reset the light radius back to default after disabling/removing the mod?
I disabled it and the game removed all the baloon lights but it seems like the player light is permanently overwritten.
by Brathahn
Tue Oct 04, 2016 12:57 am
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16186

Re: Resource depletion detector

Call me pragmatic but a simple depletion detector would work completely without combinators. The limiting factors are the speed of the miners and the belts. Belts are set to hold and lamps are set to everything=0 Like so: depletiondetector.JPG If the belt is empty the lamp will turn on or trigger an...
by Brathahn
Sat Jul 23, 2016 4:42 am
Forum: Combinator Creations
Topic: Chest balancer
Replies: 2
Views: 6869

Chest balancer

Hi, i have build a balancer for chests. i use it together with the warehouse-mod because of the bigger sized chests. it works also with normal sized chests. Logic: lower arithmetic combinator acts as a buffer. middle arithmetic combinator forms the difference between the two inventories. upper decid...
by Brathahn
Thu Jul 14, 2016 7:32 pm
Forum: Duplicates
Topic: [0.13.8] combinator logic bug
Replies: 1
Views: 734

[0.13.8] combinator logic bug

Hello, i wanted to use a decider combinator as a buffer but it seems like it wont work. Using a arithmetic combinator as a buffer works fine. Here is my setup: http://abload.de/img/logic1d1qk1.jpg http://abload.de/img/logic2iuobq.jpg http://abload.de/img/logic4g9pcx.jpg http://abload.de/img/logic398...
by Brathahn
Thu Jun 30, 2016 1:25 pm
Forum: Duplicates
Topic: [0.13.1] research tree graphics
Replies: 1
Views: 831

[0.13.1] research tree graphics

Hello,
in wide research trees the [Research] button is moved off the screen.
in widescreen ist barely clickable, and in windowed its not even visible

Image
Image
by Brathahn
Fri Jun 24, 2016 5:38 pm
Forum: Modding help
Topic: adjust idle/active energy usage
Replies: 2
Views: 1245

adjust idle/active energy usage

Hello, is there a way to adjust the idle/active energy usage of a machine? im planning of making a "load-resistor" to drain large ammounts of energy from my power network. my idea was modifying a lamp and use the circuit network condition to toggle it on and off. the problem now is the idl...
by Brathahn
Sat Sep 05, 2015 11:20 am
Forum: Technical Help
Topic: inserters are confused when item to smelt is fuel
Replies: 6
Views: 16199

Re: inserters are confused when item to smelt is fuel

so how do i fix this? i didnt want to add a new furnace.
by Brathahn
Sat Sep 05, 2015 12:30 am
Forum: Technical Help
Topic: inserters are confused when item to smelt is fuel
Replies: 6
Views: 16199

inserters are confused when item to smelt is fuel

Hi, im not sure if this is mod-related or a factorio problem but i'll ask anyway: i am making a small mod that lets you convert raw wood into coal by putting it in a furnace. the mod and the recipe itself is working fine but inserters seem to have a problem with it. i can put wood in a furnace and i...
by Brathahn
Sun Aug 23, 2015 5:32 pm
Forum: Gameplay Help
Topic: Command for removing ores?
Replies: 3
Views: 27109

Re: Command for removing ores?

thank you for the quick reply. i also found another command in the wiki (duh!) i better look twice the next time :roll: just replace stone-rock with iron ore or other entities /c for _, entity in ipairs(game.player.surface.find_entities_filtered{ area={{game.player.position.x-32, game.player.positio...
by Brathahn
Sun Aug 23, 2015 2:23 pm
Forum: Gameplay Help
Topic: Command for removing ores?
Replies: 3
Views: 27109

Command for removing ores?

Hello, is there a console command that finds any ores in a specific area and removes them? i just found a command in the wiki that creates ores. i thought of something like this: select all entitys around 20 tiles of player position if selected entity = iron-ore or copper-ore or coal-ore then remove...

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