Search found 713 matches
- Sun Jun 02, 2024 7:38 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 96
- Views: 11882
Re: Friday Facts #413 - Gleba
which depict admirably how i envision a young an innocent Tertius falling on an unknown planet and acting all young. Reading your comment i felt compelled to share sorry :D That's my inspiration n1 for a future clip to the song if there is one x) Nice video :) Our associations and our fantasy are t...
- Sun Jun 02, 2024 6:29 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 96
- Views: 11882
Re: Friday Facts #413 - Gleba
Forget concrete - I can't wait to see the polution effects and damage to this wonderful biome. It looks like a "Target-rich environment", if you will. But more importantly... "Gleebah"? "Glehbuh"? "Glehbay"? "Glaybay"? "Glehbah"? Wikipedia...
- Sun Jun 02, 2024 2:11 pm
- Forum: Translations
- Topic: Verbose German translations of keyboard keys
- Replies: 9
- Views: 2341
Re: Verbose German translations of keyboard keys
I'm going to resurrect this thread since there is still the issue that literally no-one with German locale can see what keybindings are configured with Ctrl + Shift. I'm honestly bewildered that every German user has to install ixu's mod for reading the keybindings... I didn't know there is a mod t...
- Sun Jun 02, 2024 1:40 pm
- Forum: Gameplay Help
- Topic: Can you improve this Automated Storage System?
- Replies: 5
- Views: 201
Re: Can you improve this Automated Storage System?
As far as I see, you want to buffer excess material. A few ideas how this can be accomplished with less wiring in different ways. You don't need that bypass to extract excess items. Just insert everything into the buffer chests and extract at the same time. 1-3 are examples that are not able to fill...
- Sun Jun 02, 2024 12:21 pm
- Forum: Gameplay Help
- Topic: Configurable Activity Detector
- Replies: 5
- Views: 193
Re: Configurable Activity Detector
This example activates red lights after 600, 700, 800, 900 ticks of inactivity of the output inserter. Use the blueprint and investigate the settings of the output inserter, of the two combinators and of the lamp conditions. The combinator works as tick counter. It has its output looped back to the ...
- Sat Jun 01, 2024 11:05 pm
- Forum: Gameplay Help
- Topic: Can you improve this Automated Storage System?
- Replies: 5
- Views: 201
Re: Can you improve this Automated Storage System?
The standard method of evenly filling multiple chests is called "madzuri" according to the user who first showed it. The concept is to compute the average content of all chests with one combinator and enable inserters whose chest has less than the average and disable inserters whose chest ...
- Sat Jun 01, 2024 10:56 pm
- Forum: Gameplay Help
- Topic: Configurable Activity Detector
- Replies: 5
- Views: 193
Re: Configurable Activity Detector
Yes, this can be implemented by using a decider combinator as counter. It counts from 0, and as reset condition use a signal obtained from the environment near the machine you intend to monitor. For example reading the hand of the output inserter of an assembling machine or the belt piece under the ...
- Fri May 31, 2024 2:28 pm
- Forum: News
- Topic: Friday Facts #413 - Gleba
- Replies: 96
- Views: 11882
Re: Friday Facts #413 - Gleba
Looks really beautiful. What a pity we're polluting and tainting this paradise with our factory. It's already a pity how the forests on Nauvis 1.1 get thinned and greyed with the inevitable pollution.
- Fri May 31, 2024 10:43 am
- Forum: Ideas and Suggestions
- Topic: Requester Chests: Read Contents & Set Requests at the same time
- Replies: 11
- Views: 376
Re: Requester Chests: Read Contents & Set Requests at the same time
As far as I remember the past fff, it's just the decider combinator that will have a wire selector for input and output. I don't remember any fff screenshot from other devices with that functionality. Not even the new selector combinator.
- Thu May 30, 2024 8:56 pm
- Forum: Ideas and Suggestions
- Topic: Requester Chests: Read Contents & Set Requests at the same time
- Replies: 11
- Views: 376
Re: Requester Chests: Read Contents & Set Requests at the same time
I think the real issue here might be separating the request signal from the set contents signal. Chests only have 1 hookup point, and a signal on a wire has neither an identifier of the entity that created it nor a "direction" on a wire, so a requester chest outputting its contents would ...
- Tue May 28, 2024 6:31 pm
- Forum: Show your Creations
- Topic: Has anyone posted sushi-smelting here yet?
- Replies: 4
- Views: 258
Re: Has anyone posted sushi-smelting here yet?
I played around with this contraption and changed the control concept. I don't know if I reinvented what you referred to in your OP, but here it is anyway. The major change is that I keep an inventory of all items on the belt, not just peeking at 4 selected tiles. This way I just control "inser...
- Tue May 28, 2024 6:16 pm
- Forum: Fixed for 2.0
- Topic: [1.1.107] Too many silent alarms silence game sounds
- Replies: 7
- Views: 452
Re: [1.1.107] Too many silent alarms silence game sounds
Using programmable speaker as a custom alarm machine without any sound is conceptually kinda weird, but feel free to crate a separate thread in the Ideas and Suggestions section. The programmable speaker is the only device that's able to create a user defined alert visible in my GUI. Or isn't it? I...
- Mon May 27, 2024 8:11 pm
- Forum: Gameplay Help
- Topic: Upper alternator with two outputs
- Replies: 5
- Views: 339
Re: Upper alternator with two outputs
I spotted a small accuracy error (not your fault but mine). The counter counts from 1..800, not from 0..799, so Q=9 for one tick when T=800, so for one tick the first belt isn't activated where it's supposed to be. This is a correction, with a smaller period and interval. If you need exactly the sam...
- Mon May 27, 2024 7:25 pm
- Forum: Show your Creations
- Topic: Has anyone posted sushi-smelting here yet?
- Replies: 4
- Views: 258
Re: Has anyone posted sushi-smelting here yet?
Very interesting. The challenge is to get a delicate balance between ore and coal on one lane, while you cannot fully control from which lane inserters will grab the ore. Usually it's the near lane first, but if gaps get too big inserters will also pull from the far lane. And the latency between det...
- Mon May 27, 2024 6:11 pm
- Forum: Gameplay Help
- Topic: Upper alternator with two outputs
- Replies: 5
- Views: 339
Re: Upper alternator with two outputs
This seems a circuit that enables one belt for 100 ticks, then the other for 100 ticks, then repeat. You vary the interval by changing I in the constant combinator. To extend this to more belts, it depends on what you want. In case you want to control 8 belts, and enable the first belt for 100 ticks...
- Thu May 23, 2024 1:58 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 69
- Views: 9889
Re: Friday Facts #411 - All about asteroids
I started a new game anyway. Not intended as long-lived map, just to improve my early game skills to automate earlier and start a mall with the first assembling machine. I'm good with carefully designing in map editor, but my early game skills on a real map are terrible.
- Thu May 23, 2024 12:02 pm
- Forum: Gameplay Help
- Topic: Oil Production
- Replies: 7
- Views: 449
Re: Oil Production
The challenge the game gives us with advanced oil processing is to use whatever we need from light oil and heavy oil and crack the surplus to the next higher tier (heavy > light, light > petroleum). Since petroleum gas consumption is highest in any factory, this production strategy ensures the refin...
- Thu May 23, 2024 10:07 am
- Forum: Gameplay Help
- Topic: Oil Production
- Replies: 7
- Views: 449
Re: Oil Production
Cracking is for getting rid of light and heavy oil as byproducts. If you don't consume all light and heavy oil, the refinery will get clogged with output full on the light and heavy oil outputs and stop producing anything until there's free space again.
- Wed May 22, 2024 4:52 pm
- Forum: General discussion
- Topic: Fluid Mechanics Still Broken, 6 Years Later?
- Replies: 83
- Views: 7100
Re: The fluid mechanics in Factorio are a mess, and you know it.
Consider for example standard pipes and underground pipes. [...] long distance itself is the problem. I noticed the distance difference between single pipes and underground pipes, the instant transfer of fluid from one underground piece to the next, and the throughput being dependent on pipe length...
- Wed May 22, 2024 11:22 am
- Forum: General discussion
- Topic: Have Some Questions Before I Buy.
- Replies: 114
- Views: 117526
Re: Have Some Questions Before I Buy.
I feel the game has very high replay value and is not very repetitive, because even if you start a new game, you can approach the same challenges in a different way. In a very different way. There is no point where the game forces you to do something specific - it only requires you reach some goals ...