Privacy Terms. Skip to content. Factorio Forums www. Quick links. Things related to hardware, libraries, strange setups, etc. A couple of days later, i startet the ganme on linux.
Loaded my save and recognized that my "global" blueprint library is not available. I go to the options from the loaded game and also enabled the sync option on linux. Re: [0. Do you happen to still have Factorio log from the run where you enabled the sync option on Linux?
Since you had to enable it, it means Steam Cloud wasn't in-sync with your Windows machine; So I have no idea what went wrong. Local blueprints empty.
Local blueprints also empty. You do not have the required permissions to view the files attached to this post. Maybe i was too fast or because steam was running on both sides at the same time. For me the bp's seems to re-appear after hosting a mp game on my local machine windows pc.
Koub - Please consider English is not my native language. I didn't got a blueprint-storage-backup. For a moment I thought it was because of my full cloud storage for factorio steam displayed "only 2MB left", and I know that many older saves aren't included anymore.
Version 0. I have three computers - here's my observations, for what it's worth: - On my main gaming computer, where I have played Factorio most of the time until now, I enabled blueprint sync. Remembering seeing this thread earlier, I created a new save and "backed up" my blueprint books to the inventory. Then I enabled the BP cloud sync setting on my new computer.
Restarted the game, allowing Steam to sync in between, and poof, all BPs gone on my other computers as well. Had I not had my little manual backup, this would be quite bad Two observations: - It seems to be an issue with the original sync. The setting is not properly synced, and I would reckon that also prevents Factorio from doing the initial BP sync, ending up with no blueprints.
After enabling, it'll gladly sync the empty library. There really should be no way to completely delete something through sync that are not explicitly deleted by the user. My suggestion would be to at least backup the local blueprint library if there's an incoming synced library that is in fact a completely different empty library.
Without knowing the internals here, having an unique ID for the library that is synced, and trigger a conflict that the USER must resolve if the incoming synced library's ID is not matching the game's current library ID, might be a solution But I love the feature in general!
My 2c as a software engineer. Just freshly installed a new system on linux, savegames synced correctly, I opened a savegame to see if blueprints were there, zero blueprints so I go and enabled the setting, quit the game, let steam do its thing, reopen the game, and the blueprints are still not there, I suspect they might be gone from the cloud too.
There's a 19k file locally so I am going out on a limb here, maybe loading the game initialised or updated the empty blueprint. I suspect it'd be easier if there was no setting at all For background, Steam Auto-Cloud is the system by which Factorio uses the Steam Cloud, and it is really dumb in how it operates; if a file is newer than the one it knows about e.GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.
If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again. Skip to content. Factorio main bus blueprint generator 5 stars 0 forks. Dismiss Join GitHub today GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.
Sign up. Branch: master. Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Git stats commits 3 branches 1 tag. Failed to load latest commit information. View code. Click on the base64 encoded blueprint will be copied to the clipboard Import via blueprints in factorio Stamp the blueprint on the ground. Only tested in Chrome. About Factorio main bus blueprint generator Resources Readme. Releases 1 tags.
You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Factorio Store Page. Global Achievements. Just for fun I try to build a factory build on request. But right now my big issue is to reset the counter. Will only build 50 belts, the counter is there to count the number of gear that have been built.
Built gear minus belt left to built then stop build gear. All that goes well but then the counter keep going up. How to reset the counter to zero. Showing 1 - 2 of 2 comments. Thanks the memory cell work like a charm for what I need. Now trying to tune it up as I have allways some left over.
For the over production I guess it's because of the distance to the chest. So I add belt to the memory cell.
Killkrog's Blueprint Manager
Still a little delay when item are in transit from inserter to chest. Per page: 15 30 Date Posted: 18 Jan, am. Posts: 2. Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.
All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames. View mobile website.Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. Factorio Store Page. Global Achievements. The author of this topic has marked a post as the answer to their question. Click here to jump to that post.
Tutorial:Circuit network cookbook
Originally posted by CJ5Boss :. Showing 1 - 3 of 3 comments. The author of this thread has indicated that this post answers the original topic. To remove: Right click, press the trash button.
Blueprints are used to map out a plan for a factory. To make one, click the blueprint button, then click and drag once you have chosen to make one. To place a blueprint, select blueprint and click where you want it to be. This gives you the outline for where you want your items, and robots can help build it for you as well. This is just a brief explanation, as blueprints and deconstruction planners can be used for many things. Warlord View Profile View Posts.
I think you are currently unable to delete "blank" blueprints by right clicking them. There simply won't be a trash icon. To fix this, use the blank blueprint to blueprint anything at all, then delete it. Blueprints are there mostly to automate the placement of objects. My main use for them is to lay down rail line blueprints, that help me maintain a consistent design for my rail network. Blueprints are almost entirely worthless without construction robots to lay down the objects for you, but I suppose you can use the ghosts laid down by it to plan out a base ahead of time.
Originally posted by Warlord :. Per page: 15 30 Date Posted: 12 Apr, am.
Posts: 3. Discussions Rules and Guidelines.
Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.In other languages:. This is an advanced tutorial. Beginners should refer to the Tutorial:Circuit network cookbook for examples and the Circuit network page for an overview over the circuit network. This tutorial assumes a basic understanding of circuits and covers more advanced topics like SR latches, memory cells and clocks. Combinator logic is achieved by cross-connecting outputs to inputs in such a way to achieve the desired logic.
While advanced logic requires a multitude of combinators, some very useful basic logic can be achieved using only a handful of combinators. When logic values are computed by combinators, the outputs are not recognized by the circuit network until the following step. So when a decider combinator is used to detect a certain input condition, it's output value will not take effect on the circuit network until the next step.
This behavior is important to remember and can result in sequencing errors and significant delays when multiple combinators are connected in series. Circuit wires act like a wire bus in electronics; it carries information in the connected wires, meaning that if there are similar signals on a wire it will add them automatically.
If the signal is different, it will be carried in that wire as well, but as a different signal. When cross-connecting combinators, it is good practice to use the unused color to cross-connect, this will split the input and output networks and prevent unwanted inputs from accidentally connecting to a larger circuit network. Combinators will sum the red and green inputs prior to calculation, so either color can be used when wiring the output back to the input.
In in most cases howver, it is more useful to use the opposing color of the wire so that it will not interfere with the resulting output and input. In addition to the standard item signals, Factorio's circuit network also includes a set of signals that do not represent any particular game item.
Instead, these virtual signals serve as user-definable channels for the circuit network; they hold whatever meaning the user wants them to. There are currently 48 virtual signals that can be sent over the circuit network:. There are three additional virtual signals known as logic signals. Unlike other signals, they cannot be sent over the circuit network; instead, they apply additional logic to combinators that modify their behavior.
Specifically, these logic symbols act as wildcards, which are special signals that represent zero or more arbitrary signals instead of representing a single discrete signal. Factorio's circuit network implements three types of wildcards. The Everything wildcard is used with decider combinators. Its exact behavior depends on whether it is used as an input or an output:.
When used as an input, the everything wildcard can be thought of as a logical AND, or a universal quantifier. When used as an output, it acts as an 'echo' or 'dump' of input signals. Given at least one input signal, it returns true if any input signal passes the condition. If no signal passes the condition, or there are no input signals, then it returns false.
From this behavior, the anything wildcard can be thought of as a logical OR, or an existential quantifier. The Each wildcard is used with both decider combinators and arithmetic combinatorsand behaves somewhat uniquely compared to the previous two.Privacy Terms.
Using Timers in Blueprints
Skip to content. Factorio Forums www. Quick links. Blueprint notes Post your ideas and suggestions how to improve the game. It doesnt need to be huge, but at least a few lines to denote: what does this do? Koub - Please consider English is not my native language. We noticed that players try to put a large amount of info about a blueprint in its name, so we are planning to add a possibility to write a textual description of the blueprint.Factorio Circuit SR Latch, Counter and Edge Detection - Factorio Creative Ep 8
Giving a "Notes" field for blueprints would be nice. It can be limited to something short e. Right now I use the title to store all the info that should be in a description. It would be useful to add the ability to write a description of the blueprint. This would allow for the possibility of attaching documentation or usage instructions for blueprints, especially complicated ones involving circuits. You do not have the required permissions to view the files attached to this post.
My thoughts about features for bp-handling in unsorted order: 1. And when we are here you want to have a simple way to edit that. A bp-editor, which is really useful. There are mods, but none of them is stable, or has the needed features: - simulation; let the bp run and you can add infinite chests and so on, to help simulate it, which are not part of the bp.
See below about versioning. Some library of scripts, to do things with blueprints and a simple script editor to ad own. Every time you use the editor by default a new version is created. You can go back in time and create another branch.In other languages:. This page provides examples of simple circuit network designs and some not so simple designs that others can use, combine and modify. They are designed to be as easy to understand as possible.
To see the settings of combinators without opening them, the option "Show combinator settings when detailed info is on" in the graphics options has to be checked and detailed info has to be turned on. This is the simplest possible use of circuit-network. A lamp is light depending on the number of goods in this example empty barrels in a chest. Depending on the condition you set, the lamp may light if the chest is empty, or if it contains the required quantity of items.
The drawback with this scenario is that the lamp has a white lightand is therefore difficult to differentiate from an ordinary lamp at night. Instead of directly connect the the Lamp and the Storage tank you need: 1 Add the Arithmetic combinator. The combinator calculates the average number of items in the chests, and makes it negative.
Each inserter gets the amount in the chest it is inserting to and adds the negative average, ie it calculates how many more than the average it has in its chest. Thus if that number is negative, it has less than the average in the chest and it enables. Due to inserter stack bonus the count is not exact. If a precise count is needed, set the inserter stack size to 1. Unlike the normal steam power that adjusts fuel usage based on power usage, the nuclear reactors spend fuel in fixed units of time.
To be exact, the consumption of 1 fuel cell takes exactly seconds. Combined with the fact that creating the nuclear fuel cells are time consuming and expensive to create, it is therefore beneficial to optimize their use to match the actual consumed power. The above picture shows a setup with 4 reactors, that spend only 1 fuel cell each whenever steam runs low. Since this design uses empty fuel cells as a signal to fill the reactor, you need to manually insert 1 uranium fuel cell into the reactor to get it started.
This discussion on the Factorio forums starts with the common 2 decider RS latch version, but the thread goes on to explain why this single decider version is better. In the thread, the latch is described as an SR latch. However, when both inputs are true, the latch will reset, so it is an RS latch.
The central decider and green feedback wire is the actual RS Latch. It latches the Set signal until the Reset signal is received and vice-versa.