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by sparr
Mon Jun 16, 2025 1:54 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 775

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

Here's a variation of yours that doesn't require mirroring. One can take 1 belt of each of 2 items off a 4 belt sushi bus. Two copies of it in the same orientation, offset by one tile vertically, can take 2 belts of each of 2 items off an 8 belt sushi bus. I wasn't able to come up with a compact way ...
by sparr
Mon Jun 16, 2025 1:35 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 775

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

Tertius wrote: Sun Jun 15, 2025 7:46 pmI propose a different approach. Very simple and very direct.
FYI, this subforum is for no-circuits no-bots designs. This is where we come to show what can be accomplished with just belts, inserters, etc. There's a "Forum rules" dropdown at the top of each post with a summary.
by sparr
Sun Jun 15, 2025 5:26 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 775

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

Your last version can be made one column narrower on the left if you move the outputs farther down so the leftmost lane can cross under down by the other outputs. I failed to get a screenshot when I did it, though.

Good job continuing to optimize this! Makes me want to go back and try a sushi setup ...
by sparr
Sun Jun 15, 2025 3:18 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 775

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

I started concentrating on just 4 belts, with the expectation that there's plenty of space to get the outputs from the other side across the bus if you mirror this.

This was the best I could do for two items, which is simpler but I think one tile longer than your version. I like your version that ...
by sparr
Sun Jun 15, 2025 12:03 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 775

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

I might call this a N-M Filter Splitter, where N is the number of belts of input and M is the number of belts of the target item(s?) you extract. So the vanilla splitter entity would be a 2-1 Filter Splitter and your original post is a 8-2 Filter Splitter.

This would pretty closely match the ...
by sparr
Sun Jun 15, 2025 3:36 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 775

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

This doesn't quite work, but it's as close as I could get to compacting two copies to overlap. I might revisit this. Thanks for the inspiration!

06-14-2025, 23-14-26.png

0eNrNXO1u20YQfBf+poP7/hDQJymCgFYYl6hEqhRV1DD07qViIHJjXj07RCD9MmJLc7Nzdzt7e2ReqsfdqT2MXT9Vm5eq2w79sdr8/lIdu6e+2V1 ...
by sparr
Fri Jun 13, 2025 5:15 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 775

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

Have you tried pulling two different items, one or two belts each, in the same blueprint? I think interleaving two of these in a single blueprint might be significantly smaller than putting two copies of this end to end.
by sparr
Fri Jun 13, 2025 5:14 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 775

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

Have you considered parameterizing the blueprint so you can choose a new item all at once when placing it instead of having to edit a splitter then copy its settings each time?
by sparr
Fri Jun 13, 2025 5:10 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 8 Lane Scissor Filter Sushi Bus for Fulgora
Replies: 17
Views: 775

Re: 8 Lane Scissor Filter Sushi Bus for Fulgora

This looks pretty neat. I have one question/concern though...

In the middle, there's one extra splitter not necessary to the functioning of the design here. It mixes the two temporary middle belts. I know that mixing sushi belts is generally good, but you aren't doing any other mixing here so this ...
by sparr
Thu Jun 12, 2025 10:58 pm
Forum: Modding interface requests
Topic: Splitter prototype - Disable ability to set priorities or filter
Replies: 2
Views: 259

Re: Splitter prototype - Disable ability to set priorities or filter

I would love to be able to have this as part of progression in a mod pack.
by sparr
Thu Jun 12, 2025 11:43 am
Forum: Ideas and Suggestions
Topic: [2.0.55] Sync mods disables debug adapter
Replies: 0
Views: 206

[2.0.55] Sync mods disables debug adapter

Syncing mods with a save and restarting will, by default, disable the debug adapter mod. This will result in the game failing to restart if you were previously using that mod and the relevant command line parameter.

The player has to find the debug adapter mod in the sync dialog and manually enable ...
by sparr
Wed Jun 11, 2025 11:48 am
Forum: Modding interface requests
Topic: Alternative to build_from_cursor with same non-cursor-related features
Replies: 8
Views: 634

Re: Alternative to build_from_cursor with same non-cursor-related features

protocol_1903 wrote: Wed Jun 11, 2025 6:01 amfor this and other scenarios like it
Elaborating on other uses cases would probably at least slightly increase the chances of something like this getting implemented.
by sparr
Tue Jun 10, 2025 11:54 pm
Forum: Technical Help
Topic: [2.0.55] Game fails to start
Replies: 10
Views: 860

Re: [2.0.55] Game fails to start

If I had to guess, I'd say something on your computer is killing the process. I've never seen Factorio exit with nothing in the log to even indicate it's exiting, let alone why.
by sparr
Tue Jun 10, 2025 9:51 pm
Forum: Modding interface requests
Topic: on_post_built event, especially for blueprints
Replies: 4
Views: 357

Re: on_post_built event, especially for blueprints

I only don't want to connect entities within the same blueprint. I still want to connect an underground pipe in a blueprint to an underground pipe outside the blueprint.

Also another mod can modify their cursor stack before I check it.

PS: And I'd really prefer to have discussions of the larger ...
by sparr
Tue Jun 10, 2025 7:18 pm
Forum: Implemented mod requests
Topic: Last placed concrete tile
Replies: 2
Views: 486

Re: Last placed concrete tile

Bump. After a long adventure through many layers of problems trying to get https://mods.factorio.com/mod/automatic-underground-pipe-connectors working using build_from_cursor instead of create_entity, I'm giving up and going back to the drawing board on using create_entity, and that means I need to ...
by sparr
Tue Jun 10, 2025 7:06 pm
Forum: Technical Help
Topic: [2.0.55] Game fails to start
Replies: 10
Views: 860

Re: [2.0.55] Game fails to start

That's a remarkably short log. Do you see the same contents in the current and previous log files after encountering the problem twice?
by sparr
Tue Jun 10, 2025 3:41 pm
Forum: Won't implement
Topic: Identify entities whose on_built_entity hasn't triggered yet
Replies: 9
Views: 560

Re: Identify entities whose on_built_entity hasn't triggered yet

OK, how about a more limited scope, *just* for entities being created by a blueprint?
by sparr
Tue Jun 10, 2025 3:40 pm
Forum: Modding interface requests
Topic: on_post_built event, especially for blueprints
Replies: 4
Views: 357

Re: on_post_built event, especially for blueprints

That would be my strategy. Set a flag in on_pre_built, check the flag in on_built_entity, clear the flag in on_post_built.
by sparr
Tue Jun 10, 2025 3:11 pm
Forum: Modding interface requests
Topic: Alternative to build_from_cursor with same non-cursor-related features
Replies: 8
Views: 634

Re: Alternative to build_from_cursor with same non-cursor-related features

PS: This is an XY post. The underlying problem/goal here is to place pipe ghosts on Aquilo with the necessary tiles under them. The broader inquiry into how to solve that sort of problem with that mod is at viewtopic.php?t=129325

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