Search found 105 matches
- Tue Aug 25, 2020 12:35 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3874
- Views: 1237826
Re: Bugs & FAQ
Please can you give me the corect internal name for "Pflanzenanbau 1" That i can workaround with a little cheat? "/c for name,technology in pairs(game.local_player.force.technologies) do technology.researched=technology.enabled end" Or work this only if i have the science are act...
- Mon Aug 24, 2020 12:44 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3874
- Views: 1237826
Re: Bugs & FAQ
Can you upload a save for me? On the factorio wiki it is explained where you can find your save files. You can upload it here or on github. What stand in the wiki are not helpfull, the right path are not stand there. Mods and save folder can find here on windows: C:\Users\[NAME]\AppData\Roaming\Fac...
- Mon Aug 24, 2020 2:30 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3874
- Views: 1237826
Re: Bugs & FAQ
"Pflanzenanbau 1" (sorry dont know the english Name (maybe plant growing 1) are not explorable/scienceable in my game (need it for the next science for resign) http://bodenseejugend.de/Temporaeres_zum_loeschen/Unbenannt.png Game say, i have not all needet technologies, but i have all what ...
- Thu Aug 20, 2020 7:04 pm
- Forum: Gameplay Help
- Topic: Disable/config fill limit for inserter?
- Replies: 8
- Views: 3016
Re: Disable/config fill limit for inserter?
The tecnology that you write are all far, far away. After the first 60 minits i have the first iren ore prodused (no ire-nore in the world - a complete modded game) @Krazykrl i give you an e.g., iget in the first step 3 items with tweo ores and a third item, all goes to one belt. the technologies fo...
- Thu Aug 20, 2020 11:08 am
- Forum: Gameplay Help
- Topic: Disable/config fill limit for inserter?
- Replies: 8
- Views: 3016
Re: Disable/config fill limit for inserter?
Why would you want to buffer in the input ? Isn't the buffer of over 3 times the needed components for a craft enough for you ? No isnt for me. Have much mods and in early game (without the fast inserter) it begins to stuck/strugle with the input. A bigger inputspace could will be kill the pieks. T...
- Thu Aug 20, 2020 6:05 am
- Forum: Gameplay Help
- Topic: Disable/config fill limit for inserter?
- Replies: 8
- Views: 3016
Re: Disable/config fill limit for inserter?
You don't have to add a chest after each machine, only to machines that you need to buffer the output of. Lime the items you use to build your base, or some intermediary products, and that's all. not after, before! i would fill it up. if i cant use the intern input-inventory i must build for every ...
- Thu Aug 20, 2020 4:59 am
- Forum: Gameplay Help
- Topic: Disable/config fill limit for inserter?
- Replies: 8
- Views: 3016
Disable/config fill limit for inserter?
Hi there. I mean in older versions inserter fill up the full inventar from ovens, factorys ect. i prefer this totaly I mean i have a big 200 inventory and its totaly unuseable for inserter - this is realy dump. If i like that goes only 5 in the inventory i build a bader/slower inserter or programmin...
- Mon Mar 18, 2019 11:49 pm
- Forum: Angels Mods
- Topic: [done] Fluids how can hold xy% in a tank - "fluid control" and "Angels" (also bobs and AAI) mods are on board
- Replies: 5
- Views: 1968
Re: Fluids how can hold xy% in a tank - "fluid control" and "Angels" (also bobs and AAI) mods are on board
Dam, oh man. So easy is it. Im so stupid lol. Realy thank you for youre help. (I have spend houres to think about, do it with tanktrains or some other stupi things ^^) Have a great day, have fun, thx. And yeahr this day satisfactory ea-release - i think the most Factoryplayer will love the game too.
- Mon Mar 18, 2019 10:48 pm
- Forum: Angels Mods
- Topic: [done] Fluids how can hold xy% in a tank - "fluid control" and "Angels" (also bobs and AAI) mods are on board
- Replies: 5
- Views: 1968
Re: Fluids how can hold xy% in a tank - "fluid control" and "Angels" (also bobs and AAI) mods are on board
Realy i hate this circuits ^^. Ok, i have from the tank a cable to the input from an Arithmic combinator (right?) The yellow * for input, than % than 40 Output is green color (the yellow X are not working because the pump havent this option) Than i have a wire from the Arithmic combinator to the nor...
- Mon Mar 18, 2019 8:54 pm
- Forum: Angels Mods
- Topic: [done] Fluids how can hold xy% in a tank - "fluid control" and "Angels" (also bobs and AAI) mods are on board
- Replies: 5
- Views: 1968
[done] Fluids how can hold xy% in a tank - "fluid control" and "Angels" (also bobs and AAI) mods are on board
He guys, a little problem. i have one production X. for fluid A. I have another production Y. there produce also fluid A. but as an byproduct I have a production Z. who need fluid A. The first production only need to product if production Y are to slow. The tank are not allowed to overflow because p...
- Wed Feb 20, 2019 11:54 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Just another calculator? - No, it's CALCORIO!
- Replies: 27
- Views: 29329
Re: Just another calculator? - No, it's CALCORIO!
This is great but its not as a mod in the game and so there are no way to get the values for mods like AAI, Bobs, Angel...
Anybody knows a mod for it?
the planer from hell are not realy useable for look the smalest exact nubers of factoio ratio.
Anybody knows a mod for it?
the planer from hell are not realy useable for look the smalest exact nubers of factoio ratio.
- Wed Feb 20, 2019 10:28 pm
- Forum: Questions, reviews and ratings
- Topic: Mod for smallest common denominator? For X factory you need Y factorys to feed.
- Replies: 0
- Views: 697
Mod for smallest common denominator? For X factory you need Y factorys to feed.
Hi, all what i need is the smallest common denominator from a endproduct. Hellmod (Planer) are useles for me for the smallest common denominator or im to stupid about it. I wont say the endproduct like red science and the mod say to me the ratio for the factory like e.g. 1 gear factory to 6 copper o...
- Sun Feb 10, 2019 3:25 pm
- Forum: Mods
- Topic: [MOD 0.13] HotCraft - direct handcraft with hotkey
- Replies: 26
- Views: 13036
Re: [MOD 0.13] HotCraft - direct handcraft with hotkey
Nice Mod.
maybe a good idear, that we can have a favorites Recipes to (left upside the monitor with option for open/close). 8 slots for favorites and 2 slots for the last regulare craftet items - this could be great.
Prpblem if you havent the object in youre inventory...
maybe a good idear, that we can have a favorites Recipes to (left upside the monitor with option for open/close). 8 slots for favorites and 2 slots for the last regulare craftet items - this could be great.
Prpblem if you havent the object in youre inventory...
- Thu Jan 18, 2018 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Option for more holding incoming recource
- Replies: 0
- Views: 467
Option for more holding incoming recource
Please give us an option in factories and other builds for more than the 2*recipe. maybe as a global gameoption instad 2,3,4,5 * recipe or maybe as a table for set recipe 2,3,4,5 * recipe or in every factory set free the number to hold incoming recources as fix number (like manual insert) or 2,3,4,5...
- Thu Jan 18, 2018 10:40 pm
- Forum: Balancing
- Topic: Traincapacity
- Replies: 5
- Views: 2763
Traincapacity
Hi, one trainwagon are so big like 12 stealchests but holds only 1 stealchest. Its not realy a good alternate for belts. You need many time for load and deload the stuff, than please make the wagon capacity bigger. And the recipe plus the recources for the Chests. (Or make it for a researche or so, ...
- Thu Jan 18, 2018 8:59 pm
- Forum: Ideas and Suggestions
- Topic: logistics/programming/signals...
- Replies: 2
- Views: 970
logistics/programming/signals...
Realy we need much more things for train options/chests/signals/logical things. We need like "redpower" in minecraft here in factorio. Its realy frustrated to make every time a simple clock or counter or some else by hand with more than one combinator. Why we must programming always by han...
- Thu Jan 18, 2018 6:03 pm
- Forum: Gameplay Help
- Topic: A simple memory counter didnt work (combinators)
- Replies: 4
- Views: 1796
Re: A simple memory counter didnt work (combinators)
I think i have understand the problem. I think too much in Minecraft-redstone logistiks, i thougth the constand combinator (in the left [for me its the name say constant its one single signal ;-) ]) signal its like a single Minecraftbutton/lever (one single signal) and not like an pulse every tick (...
- Thu Jan 18, 2018 5:35 pm
- Forum: Ideas and Suggestions
- Topic: Ghost/Fake objects to place for the buildrobots
- Replies: 4
- Views: 1643
Re: Ghost/Fake objects to place for the buildrobots
You can simulate this behaviour by making yourself a blueprint book with all the entities blueprinted individually in it. I do this and have a few different ones for the various stages in the game (before bots being the exception where I only use yellow belt & burner things anyway). If you save...
- Thu Jan 18, 2018 6:56 am
- Forum: Gameplay Help
- Topic: A simple memory counter didnt work (combinators)
- Replies: 4
- Views: 1796
A simple memory counter didnt work (combinators)
image55.jpg Left from right: Constand combinator only for the income signal simulate) (One positive red signal) Middle is asking if there is a red signal bigger than 0 (And thank the left constand combinator ist true) Right say, the incoming red signal + 0 and tadaa the Number hwo came out is 1 But...
- Thu Jan 18, 2018 12:57 am
- Forum: Ideas and Suggestions
- Topic: Ghost/Fake objects to place for the buildrobots
- Replies: 4
- Views: 1643
Re: Ghost/Fake objects to place for the buildrobots
Did you mean, you like to place ghosts on map without having them already in inventory? Sounds like this https://forums.factorio.com/viewtopic.php?f=6&t=53973&p=316879 Or this https://forums.factorio.com/viewtopic.php?f=6&t=53862 It goes in the right way the other two Threads but i will...