Search found 1507 matches
- 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 ...
- 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
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.
- 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 ...
Good job continuing to optimize this! Makes me want to go back and try a sushi setup ...
- 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 ...
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 ...
- 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 ...
This would pretty closely match the ...
- 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 ...
06-14-2025, 23-14-26.png
0eNrNXO1u20YQfBf+poP7/hDQJymCgFYYl6hEqhRV1DD07qViIHJjXj07RCD9MmJLc7Nzdzt7e2ReqsfdqT2MXT9Vm5eq2w79sdr8/lIdu6e+2V1 ...
- 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.
- 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?
- 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 ...
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 ...
- 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.
- Thu Jun 12, 2025 10:57 pm
- Forum: Resolved for the next release
- Topic: [Genhis/raiguard][2.0.47] Space platform foundation with only 1 texture for edge tiles
- Replies: 5
- Views: 906
Re: [Genhis/raiguard][2.0.47] Space platform foundation with only 1 texture for edge tiles
Kudos to the devs for having a fallback mode to run on 1GB of VRAM (or less?)!
- 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 ...
The player has to find the debug adapter mod in the sync dialog and manually enable ...
- 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
Elaborating on other uses cases would probably at least slightly increase the chances of something like this getting implemented.
- 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.
- 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 ...
Also another mod can modify their cursor stack before I check it.
PS: And I'd really prefer to have discussions of the larger ...
- 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 ...
- 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?
- 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?
- 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.
- 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