Search found 446 matches
- Sat Apr 11, 2020 11:39 am
- Forum: Gameplay Help
- Topic: insert exact number of items
- Replies: 16
- Views: 4332
Re: insert exact number of items
Quite honestly, I don’t see any real value to this in the long term. yeah, nothing worth doing in the long term. However, some nuclear fuel plants out there take a long time to start up, since they need all the kovarex centrifuges to be primed first you get impatient, you wanna see it run plus, its...
- Thu Apr 09, 2020 9:28 pm
- Forum: Gameplay Help
- Topic: insert exact number of items
- Replies: 16
- Views: 4332
Re: insert exact number of items
Im not taking credit for this one, i saw it like 3 years back on Youtube, forgot who it was. You´r welcome. Im starting to play a bit more and will need this soon myself, forgot some basics...., maybe someone could come up with something that doesn´t need like 10 combinators, like the abomination im...
- Thu Apr 09, 2020 8:59 pm
- Forum: Gameplay Help
- Topic: insert exact number of items
- Replies: 16
- Views: 4332
Re: insert exact number of items
but I do not know how to reset the counter after 40 is reached. any idea? You need some signal from the output inserter (read hand contents) If you reset it straight after it hit 40, it will just push more into the machine. Trying to wrap my head around this problem, but maybe that gives you an idea
- Thu Apr 09, 2020 8:24 pm
- Forum: Gameplay Help
- Topic: insert exact number of items
- Replies: 16
- Views: 4332
Re: insert exact number of items
If you dont mind the 2 tile gap (beacons), you could use something like this BP The stack inserters are set to stack size 10, so after 4 swings, there is 1 U235 left in the 2nd chest, which enables the output inserter. The input is enabled if U235 > 1 Note: this will not work for productivity enhanc...
- Thu Apr 09, 2020 7:50 pm
- Forum: Wiki Talk
- Topic: "Circuit Network" needs an update
- Replies: 2
- Views: 1273
Re: "Circuit Network" needs an update
I updated the page. If you wish for updates to be reflected on the wiki very fast, you can contribute to that by requesting an account and editing the wiki :) I´ve never done anything on a wiki. Thanks for the offer, but i´d just break stuff thats more than text editing. I was only browsing a bit b...
- Thu Apr 09, 2020 7:31 pm
- Forum: Wiki Talk
- Topic: "Circuit Network" needs an update
- Replies: 2
- Views: 1273
"Circuit Network" needs an update
https://wiki.factorio.com/Circuit_network#Devices Roboport entry, column "Possible output signals", should be updated to reflect the possibility of having both the robot stats and the logistic network´s contents be displayed at the same time This reads as if it was either/or It can send it...
- Wed Apr 08, 2020 6:01 pm
- Forum: Releases
- Topic: Version 0.18.18
- Replies: 52
- Views: 26858
Re: Version 0.18.18
Changed colored concrete tiles to be non-mineable. Wait, what? Why? I think i understand what it says, but looking at it for 10mins hasn´t given me more insight as to what this is for. Can we get a forum balance complaint post, a bug report, or something else? At the moment i dont have a save ready...
- Sun Apr 05, 2020 6:36 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: ptx0's LTN Tracker Mod Pack
- Replies: 16
- Views: 7932
Re: ptx0's LTN Tracker Mod Pack
He's not violating it ("Exceptions to the no modification rule include: Minor bug fixes/tweak for compatibility reasons") As someone who isn´t that much into coding, but wants his modded games working: If i came across this and wanted to solve the 0.18 issue, i´d think: "tweak for co...
- Tue Jan 28, 2020 11:47 pm
- Forum: PyMods
- Topic: [MOD 0.17 - 0.18] GrumpyJoe´s pYhelper
- Replies: 17
- Views: 5295
- Tue Jan 28, 2020 3:24 pm
- Forum: PyMods
- Topic: [MOD 0.17 - 0.18] GrumpyJoe´s pYhelper
- Replies: 17
- Views: 5295
Re: [MOD 0.17] GrumpyJoe´s pYhelper
This is now in chrisdec's hands and hopefully gets a proper treatment All I asked him to do was to keep a clean and up-to-date changelog. In the end, I was more proud of that than the actual mod, even tho I had to learn "programming" for that. I know I just insulted all proper programmers,...
- Tue Jan 28, 2020 2:38 pm
- Forum: PyMods
- Topic: [MOD 0.17 - 0.18] GrumpyJoe´s pYhelper
- Replies: 17
- Views: 5295
Re: [MOD 0.17] GrumpyJoe´s pYhelper
I have added chrisdec to collaborators, discussing transfer of ownership. Sadly I have grinded too much of this game and I don't have that much time to play any more and other interests too. Expect at least a version upgrade from him, I hope As I have said in the modpage thread, feel free to add any...
- Tue Jan 28, 2020 2:32 pm
- Forum: Mods
- Topic: [MOD 0.17-0.18] Big Pole Reach (Chunk alignable power poles)
- Replies: 2
- Views: 1272
Re: [MOD 0.17] Big Pole Reach (Chunk alignable power poles)
Updated to 0.18 I hope changing to game version 0.18 is all I had to do. I don't have time for factorio any longer, let alone modding, even as simple as this If this doesn't work, I'm happy to transfer it to interested modders, as long as you don't change it to anything more than it is already. It w...
- Sat Dec 14, 2019 12:37 pm
- Forum: General discussion
- Topic: Why i will never play 0.17
- Replies: 45
- Views: 20239
Re: Why i will never play 0.17
You picked exactly ONE line (with a f´ing smileyface) of a reply, in which I mostly agreed with you. Your original mouse statement was offtopic to start with, since it was about mice in general. If you dont like the clear hotbar thing on your MMB, im sure you could rebind it. So i didn´t bother to w...
- Thu Oct 10, 2019 7:41 pm
- Forum: Gameplay Help
- Topic: Train fuel load system
- Replies: 15
- Views: 4944
Re: Train fuel load system
yeah, but delivering anything to a lot of different locations is kind of the point of LTN, isnt it? It is also making sure (if setup right, with the tresholds, which is my favorite part of LTN) its not running a train for like 5 fuel rods That late into the game, where you have alot of depots, you c...
- Thu Oct 10, 2019 5:25 pm
- Forum: Gameplay Help
- Topic: Train fuel load system
- Replies: 15
- Views: 4944
Re: Train fuel load system
https://mods.factorio.com/mod/FuelTrainStop If combined with LTN... afaik, FTS and LTN do not work together that might have changed, however if you have LTN anyway, FTS would be kinda pointless, as LTN controlled trains HAVE TO come back to a depot and you could easily refuel there. Adding a refuel...
- Tue Apr 16, 2019 5:14 pm
- Forum: Bob's mods
- Topic: [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
- Replies: 16
- Views: 8900
Re: [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
first ingame impression i feared the steam engines would have abit too much color, 40 of them standing side by side, when its like 60-70% color and 30-40% grey machinery but actually its looks pretty nice. What makes this better than others in my opinion, is the fact that its not made polished and s...
- Tue Apr 16, 2019 5:06 pm
- Forum: Modding help
- Topic: Changelog tutorial
- Replies: 113
- Views: 49248
Re: Changelog tutorial
I wouldn´t know a programmers textbook, but as a go-to reference its very nice to have everything you need on top. You know, like i said, people are lazy and you wanna catch them from the start. If they then copy,paste&add and it doesn´t work cos they add a tab somewhere, they can still look it ...
- Sun Apr 14, 2019 4:11 pm
- Forum: Bob's mods
- Topic: [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
- Replies: 16
- Views: 8900
Re: [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
also, i think you should get this thread moved to Bob´s forum section (just "report" yourself or my post and add a move request in the text field)
You´ll get much more feedback there
You´ll get much more feedback there
- Sun Apr 14, 2019 4:08 pm
- Forum: Bob's mods
- Topic: [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
- Replies: 16
- Views: 8900
Re: [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
Added download link because i forgot ;) About electric poles i like how them look in game but I haven't got any idea how to do that other way found it ingame, no biggie. alsready using it and it looks great ;) I think you shouldn´t pain the poles all over, all other buildings have _something_ thats...
- Sun Apr 14, 2019 12:06 pm
- Forum: Bob's mods
- Topic: [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
- Replies: 16
- Views: 8900
Re: [MOD 0.17.x] ColorTIERHR "ShinyBob on sterides"
looking great
except for the power poles, too much color imho
except for the power poles, too much color imho