Search found 86 matches

by Bizz Keryear
Mon Apr 22, 2019 3:56 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 344
Views: 191138

Re: Foreman 0.1.9 - A factory optimisation tool.

I still see posts here ... at some points it was way past 0.2 ... tho I have some Foreman Versions of Bitbucket I think from Nicksaurus (who no longer is on bitbucket) with the version 0.1.9.7 and 0.2.0 I have some Foremen Versions by https://bitbucket.org/Pobiega/foreman/downloads/ whith the latest...
by Bizz Keryear
Sun Mar 03, 2019 1:59 am
Forum: General discussion
Topic: One 0.17 interface change was very disappointing for me
Replies: 0
Views: 531

One 0.17 interface change was very disappointing for me

To say it out clearly, I'm somewhat convinced that the thing I complain about will not be fixed, since I'm clearly an edge case. For the record I play more that 99% of all games in window mode, since I have 3 screens running and usually do other things on them. Like having additional info of the gam...
by Bizz Keryear
Sat Mar 02, 2019 5:28 pm
Forum: News
Topic: Friday Facts #284 - 0.17 experimental
Replies: 190
Views: 17564

Re: Friday Facts #284 - 0.17 experimental

Have written over the past month several post I never published, cause well didn't manage to Anyway I still want see two things before 1.0. edit: FIRST AND MOST IMPORTANT: BACKGROUND SAVES Please change the game so that you aren't interrupted anymore by the game saving. I mean every other games does...
by Bizz Keryear
Sat Feb 02, 2019 6:10 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 20389

Re: Friday Facts #274 - New fluid system 2

Since I'm late to the party probably nobody ever will read this, but because of Animal named after the game (kovarex) A new species of scorpion Neobuthus Factorio was just identified and classified. My father has a hobby of going (not only) to dangerous places and identifying undiscovered species of...
by Bizz Keryear
Sun Sep 16, 2018 2:47 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 16721

Re: Friday Facts #256 - The little things 3

I know I am late to the party but I HAVE to comment on this. This Belt Immunity Equipment In the later game there is often an annoyance when trying to work around your overgrown belt jungle. It especially just leads to misclicks and a lot of hassle for something that doesn't really add much value to...
by Bizz Keryear
Sun Sep 16, 2018 2:44 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 34884

Re: Friday Facts #260 - New fluid system

I am starting at one of your last points: Perhaps refactor it from floats to integers, which would make it work more cleanly, but would also make some calculations more complicated. TBD. You can avoid some of your troubles by simply rounding your results. A tank with 0.1 in it then would simply be e...
by Bizz Keryear
Tue May 15, 2018 6:39 am
Forum: Combinator Creations
Topic: Ideal clock
Replies: 9
Views: 2955

Re: Ideal clock

Sorry, to resurrect this thread, but for once it is for a good reason. I love this clock and it would be a shame if it is lost. Questions: Does it still work? I assume it does, but you never know if some changes broke it. Could you be so kind and replace the old Blueprintstring (from the mod) to one...
by Bizz Keryear
Tue Apr 24, 2018 10:24 pm
Forum: Gameplay Help
Topic: Help with a clock circuit.
Replies: 15
Views: 1796

Re: Help with a clock circuit.

You always want to load all reactors at the same time, so you take advantage of the neighbour bonus. You should set things up to load all reactors with exactly one fuel cell each, all at the same time, with the trigger condition being steam in your storage going below a certain level. (Trigger the ...
by Bizz Keryear
Tue Apr 24, 2018 7:08 pm
Forum: Gameplay Help
Topic: Help with a clock circuit.
Replies: 15
Views: 1796

Re: Help with a clock circuit.

Tip1: Remove the spend fuel cell only when there isn't enough steam by connecting the inserter to the steam tank. Tip2: Don't use a clock. Use the spend fuel cell as trigger. Connect the spend fuel inserter to the fresh fuel cell inserter. Tip3: always fuel all reactors at the same time to get the ...
by Bizz Keryear
Tue Apr 24, 2018 10:48 am
Forum: Gameplay Help
Topic: Help with a clock circuit.
Replies: 15
Views: 1796

Re: Help with a clock circuit.

Thanks it worked like a treat ... after I worked out the last kinks. Which you probably couldn't know, but you put me on the right track. What I did: The order was wrong. More inserter should come online as the steam goes down, so I reversed the order,adjusted the number of the constants (e.g. A is ...
by Bizz Keryear
Sat Apr 21, 2018 2:48 pm
Forum: Gameplay Help
Topic: Help with a clock circuit.
Replies: 15
Views: 1796

Re: Help with a clock circuit.

Really neat design (which I actually can't wrap my head around), but I literally can't place anything near the inserters. The inserter is supposed to take one fuel cell and put it into a reactor, and only insert the next one once it used up (200 seconds) if the steam* goes down more and more reactor...
by Bizz Keryear
Sat Apr 21, 2018 10:31 am
Forum: Gameplay Help
Topic: Help with a clock circuit.
Replies: 15
Views: 1796

Re: Help with a clock circuit.

I now ended up with this: 0eNrtnNuOo0YQht8FKXd4Qx8BK9lVNufzYS9yEa0s28PMoNjYwni0k5UfIO+RJ8uTBB9mmGmDq7pYgpG52dXYpmn6q7+Bv6r7vTOZraNlGieZM3zvxNNFsnKGf7x3VvFNMp5tP8vul5EzdOIsmjuuk4zn279uo3E2iN5Nb8fJTZQ6G9eJk6vonTNkGxc8+CqaxldROpgu5pM4GWeLpw3wzVvXiZIszuJo35XdH/ejZD2f5KcaBo/tXI9X2WCdH5bepIv8/8EkmmX5aZaLV...
by Bizz Keryear
Thu Apr 19, 2018 3:49 am
Forum: Off topic
Topic: Sometimes I feel so stupid
Replies: 0
Views: 463

Sometimes I feel so stupid

I made this incredible circuit: A clock that generates a pulse, on that pulse data is written into a memory cell, then compared to the current value in the circuit network, and counting up when the value goes up and down when the value goes down. It includes some rounding to smooth things out. And t...
by Bizz Keryear
Wed Apr 18, 2018 10:55 pm
Forum: Gameplay Help
Topic: Help with a clock circuit.
Replies: 15
Views: 1796

Re: Help with a clock circuit.

[...] Thanks for the compacting, but it still doesn't work when I put in the decider at the end between the insterter and the clock. I need to do that because I have one place with 18 of those clocks (which will run depending on incoming signal) then (because of the limitation of the game) two wire...
by Bizz Keryear
Wed Apr 18, 2018 12:46 pm
Forum: Gameplay Help
Topic: Help with a clock circuit.
Replies: 15
Views: 1796

Help with a clock circuit.

What I want to do is: If a signal is present a clock runs at an interval and then restarts. If the signal is no longer present (and doesn't come back) the clock runs till end and stops. Each time the clock (re)starts it sends a pulse to a inserter which then moves one item. I have experimented a lot...
by Bizz Keryear
Mon Mar 26, 2018 10:49 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 22241

Re: Friday Facts #235 - 0.16 stable

I don't think declaring 0.17 an RC is an good idea there are still a few things to be sorted out and to be improved before release. E.g. Possibility to climb over pipes(in vanilla), or that pavement and cliffs don't mix very well (at least in certain cases). I also would love to have different pipes...
by Bizz Keryear
Sat Oct 28, 2017 5:48 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 125
Views: 24806

Re: Friday Facts #214 - Concrete rendering

There are a few issues. The new "concrete" does certainly look great ... and I would like to keep it as well ... but since it doesn't look like concrete* (as only one reason) not for the cost of the current one . I get that you want to hide the tiles, but Sometimes you DO want to have tiles . Maybe ...
by Bizz Keryear
Sun Oct 15, 2017 3:32 pm
Forum: News
Topic: Friday Facts #212 - The GUI update (Part 1)
Replies: 151
Views: 26302

Re: Friday Facts #212 - The GUI update (Part 1)

This weeks Friday Facts gave me a raging boner. Though there are a few things that I'd like to have when it comes to trains. I always wanted a " GO THERE " option. Which would on one hand work like the normal schedule. You specify a target, ... maybe with the new options, even without a stop ... and...
by Bizz Keryear
Sat Oct 07, 2017 6:45 am
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 14309

Re: Friday Facts #211 - The little things

I strongly support some way to blueprint with stuff you don't have. This is a bit of an extreme example, but what if you want to build a nuclear power plant, but all the reactors are int the logistics system? You wither have to craft one by hand (and you probably don't have 500 of each red circuits...
by Bizz Keryear
Sat Oct 07, 2017 6:40 am
Forum: News
Topic: Friday Facts #211 - The little things
Replies: 69
Views: 14309

Re: Friday Facts #211 - The little things

At first, while using the blueprints, I thought: "it would be nice if things would look the when they are constructed. But then I realized that the current way is actually better for early game (before you have robots) because that way you are never confused which way a belt is facing. And trust me,...

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