They do? I'll do that then thanksOdinYggd wrote:Could you put a constant combinator near it set to change the values of its inputs such that it turns off?
The constant combinator has a builtin on/off function that would make it suitable for this.
Search found 253 matches
- Thu Dec 01, 2016 9:25 pm
- Forum: Implemented Suggestions
- Topic: Circuit-controlled power switch manual override
- Replies: 3
- Views: 1792
Re: Circuit-controlled power switch manual override
- Thu Dec 01, 2016 7:08 pm
- Forum: Implemented Suggestions
- Topic: Circuit-controlled power switch manual override
- Replies: 3
- Views: 1792
Circuit-controlled power switch manual override
I use lots of power switches, usually connected to the circuit network, to turn parts of my factory on and off as needed. But a lot of the time I want to cut power to an area while I make alterations, and the power switch is circuit-controlled, so can't be switched manually. Usually what I do then i...
- Thu Dec 01, 2016 6:10 pm
- Forum: Ideas and Suggestions
- Topic: Inline Assemblers
- Replies: 9
- Views: 4169
Re: Inline Assemblers
A single iron gear assembler can supply six red science assemblers ten, actually I see your point, but after initial science setup, people usually want to mass-produce basic components like iron gears at very high rates. So they would have 10 or 20 iron gear factories taking from a single belt, and...
- Thu Dec 01, 2016 6:04 pm
- Forum: Implemented Suggestions
- Topic: Filter Inserters: INVERT filter.
- Replies: 23
- Views: 10443
Re: Filter Inserters: INVERT filter.
couple of points I can't think why anyone would want to automatically load/unload cars and tanks Contents sensor for a cargo wagon WOULD be useful, but I think there are ways around it for now. What situation would you want to unload everything but a certain item from a train, except if you have mul...
- Thu Dec 01, 2016 5:31 pm
- Forum: Ideas and Suggestions
- Topic: Inline Assemblers
- Replies: 9
- Views: 4169
Re: Inline Assemblers
Problem: belts have a much higher throughput than assemblers need. The game is based around being able to supply many assemblers from a single belt. If you had belts feeding directly into assemblers than the iron plates would stack up in front of the assembler. It would end up with the best situatio...
- Wed Nov 30, 2016 11:04 pm
- Forum: Gameplay Help
- Topic: Unloading specific amount of items
- Replies: 11
- Views: 4625
Re: Unloading specific amount of items
I would like to help, but I don't really understand what is going on
Can you explain again, but say exactly what is being loaded to and unloaded from the train at each station?
Can you explain again, but say exactly what is being loaded to and unloaded from the train at each station?
- Wed Nov 30, 2016 7:09 pm
- Forum: Gameplay Help
- Topic: Unloading specific amount of items
- Replies: 11
- Views: 4625
Re: Unloading specific amount of items
Does the train wait while the barrels are being filled up and then put back on the train, or are they immediately replaced with full ones?
- Wed Nov 30, 2016 3:48 pm
- Forum: Gameplay Help
- Topic: Keep an area free of biters
- Replies: 4
- Views: 1645
Re: Keep an area free of biters
This is good info thanks
- Wed Nov 30, 2016 3:44 pm
- Forum: Ideas and Suggestions
- Topic: Expeditionary Tank
- Replies: 8
- Views: 3909
Re: Expeditionary Tank
I would suggest in addition to this a module for the car that, with a suitable power supply, takes up all the space and grants it invisibility. Maybe have MK2 (noise suppression) which allows you to get close without being noticed, and MK3 (perception filter) that allows you to run over biters or c...
- Wed Nov 30, 2016 3:34 pm
- Forum: General discussion
- Topic: Discussion about expensive infrastructure
- Replies: 6
- Views: 3327
Re: Discussion about expensive infrastructure
I think what you're looking for is the Marathon Mod: https://mods.factorio.com/mods/Afforess/marathon I have never used it and I don't know by exactly how much it changes the game, but as far as I know it makes science and item recipes much more expensive. I think it wouldn't be difficult to adjust ...
- Tue Nov 29, 2016 11:17 pm
- Forum: Balancing
- Topic: Conveyors OP?
- Replies: 18
- Views: 5030
Re: Conveyors OP?
I suspect people who find "no use" for trains have their map generation set to make resource patches very close together
- Tue Nov 29, 2016 8:42 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 64287
Re: Friday Facts #166 - Combat Revisit
Agreed: The way to improve biters is to improve their AI, not to add more enemies. Example - instead of following the same path each time, they will send small attacks to different areas, probing for weak spots, and when they find one send a large attack. That would definitely keep you on your toes ...
- Tue Nov 29, 2016 5:20 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- Replies: 16
- Views: 34238
Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
I think either power poles are integrated into all bridges, or none - because otherwise you would end up with too many permutations on the other hand if you had two parralel railway bridges, one in each direction, you wouldn't want both to carry power poles So I'm not sure really Maybe a new kind of...
- Tue Nov 29, 2016 5:16 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 108228
Re: Friday Facts #164 - Nuclear power
Yeah I don't think the uranium processing needs to be super complicated, but it shouldn't be too simple either. Most of the proposed processing methods seem too complicated for me, especially when bringing in new items like flourite and yellowcake that are only going to be used as intermediary steps...
- Tue Nov 29, 2016 5:04 pm
- Forum: Ideas and Requests For Mods
- Topic: [Solved] Radar grid position helper
- Replies: 20
- Views: 10428
Re: [Solved] Radar grid position helper
Nice! I have altered this to show the exploration grid (29 chunks). But I would like to have both functions - can you add the exploration grid into the mod? Maybe with different colour brackets, or to just be able to switch the mode between showing full coverage and exploration?
- Tue Nov 29, 2016 4:00 pm
- Forum: Frequently Suggested / Link Collections
- Topic: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
- Replies: 16
- Views: 34238
Re: Travel over Water: Boats, Ships, Canus / Bridges / Tunnels
Here's what I think about having bridges: With the new landfill, it might be easier to make bridges work. They would be like buildings, but you can walk and drive vehicles over them. But you can't place other buildings on them. That way you use the bridges to travel over water, and landfill if you w...
- Tue Nov 29, 2016 12:16 am
- Forum: Ideas and Suggestions
- Topic: After playing another 180 hours round
- Replies: 2
- Views: 1198
Re: After playing another 180 hours round
b) Too many resource patches! I thought i took the setting for scarce resource patches but IF there is one it would be large and plentyful. (look at the (hopefully attched) save game) You should look at RSO mod, it changes the method of resource generation to favour scarce and far away resources. I...
- Mon Nov 28, 2016 11:51 pm
- Forum: This Forum
- Topic: avatars only 50x50 pixels??
- Replies: 1
- Views: 1265
avatars only 50x50 pixels??
didn't it used to be larger? what's with that
- Mon Nov 28, 2016 11:15 pm
- Forum: Ideas and Suggestions
- Topic: Endgame motivation
- Replies: 1
- Views: 993
Re: Endgame motivation
suggestions are here my guy: viewforum.php?f=6
- Mon Nov 28, 2016 8:37 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 64287
Re: Friday Facts #166 - Combat Revisit
To build on what other people have been saying: The problems with combat in factorio is that 1) There is no automation of offensive combat. The automation of defence is very good in my opinion, although it coud be improved with adding more spice to the relatively simplistic way the biters act. Self-...