Search found 47 matches

by Lurkily
Sun Jun 19, 2016 12:19 pm
Forum: Show your Creations
Topic: Multi-purpose flexible factory setup
Replies: 2
Views: 3839

Re: Multi-purpose flexible factory setup

Odd that it would overproduce anything - the factory seems to monitor stock, and it would be easy to stop unloading copper cable if it begins backing up in the chests. Perhaps the placement problems also caused a cabling problem with the combinators and there was an error reconnecting them later? Or...
by Lurkily
Sun May 29, 2016 3:15 am
Forum: Mods
Topic: [MOD 0.12.24+]Recursive Science
Replies: 2
Views: 3139

Re: [MOD 0.12.24+]Recursive Science

I like this. I like this a lot.
by Lurkily
Thu May 26, 2016 12:25 pm
Forum: Mods
Topic: Wizartorio: Magic in your Factory
Replies: 9
Views: 7366

Re: Wizartorio: Magic in your Factory

I don't know if I like the mixing of concepts, but I would like to see a complete, total conversion to a magical based factory - some type of magical conduit instead of belts, trains being made into a more magical variant, (Self-driving carriages? Blasphemy.) artifice for what can;t easily be magick...
by Lurkily
Mon May 16, 2016 11:25 am
Forum: Mods
Topic: [MOD 0.12.x] Bergius Process
Replies: 50
Views: 66085

Re: [0.12.x] Bergius Process

But what about the oxygen :o! Nevermind. It's nice to see an alternative where the oxygen is automatically emptied for a little bit simpler build ;)! Haha yea, well either it comes out and i use a special 'vent' building to empty it... or assume through some incredible magic the gaseous by-product ...
by Lurkily
Fri May 13, 2016 6:38 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 19846

Re: [MOD 0.12.x] Belt hoppers 1.0.1

Just as an FYI, per the changes coming to the circuit network, any chest will be connectable to the circuit network, and being just a smart steel chest, the smart chest is going away in 13.x. It's listed in the changes stated here: https://www.factorio.com/blog/post/fff-138 Just mentioning it becaus...
by Lurkily
Tue May 10, 2016 5:31 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 416710

Re: Combinators 101

I've never found a tutorial more enlightening than just hooking up random bits and pieces with a single pole somewhere, and watching what the signals do. Nobody's explanations were more useful than poking and prodding, though some usage examples were helpful.
by Lurkily
Mon May 09, 2016 8:18 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 416710

Re: Combinators 101

So I would have to have a smart chest with all but one slot blocked, and have the inserter run only when the 'anything' signal is >1, and then load into a second smart chest. Hum. Messy.
by Lurkily
Sun May 08, 2016 10:02 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 416710

Re: Combinators 101

I am only beginning to wrap my head around combinators . . . but I'm trying to use them for a specific task right now, and am having trouble. Is it possible to use a combinator to tell a smart inserter to ONLY insert an object type that is ALREADY in a chest? No matter what that item type is? This w...
by Lurkily
Sun May 08, 2016 3:16 pm
Forum: Mods
Topic: [MOD.12.x][0.13.x] Super Assembling Machine (S.A.M.)
Replies: 16
Views: 18818

Re: [MOD.12.x] Super Assembling Machine (S.A.M.)

But the goal seems to be to produce anything in one step, (or two,) as you want to add a chemical plant.
by Lurkily
Sat May 07, 2016 11:43 am
Forum: Mods
Topic: [MOD 0.14.x] Left-Right Load Balancer
Replies: 82
Views: 59956

Re: [MOD 0.12.x] Left-Right Load Balancer

Sorry. I didn't come back to check on these, though I did try them out. They do seem to pull from both sides of the input when only one output is being utilized. The vanilla solution is this: https://forums.factorio.com/download/file.php?id=10442 This allows only one output to be used, but utilizes ...
by Lurkily
Thu May 05, 2016 9:32 pm
Forum: Mods
Topic: [Mod 0.12.x] Placement Chest (0.2.0)
Replies: 9
Views: 9691

Re: [Mod 0.12.x] Placement Chest (0.1.1)

Can you suggest some of the ways you forsee this being used?
by Lurkily
Wed May 04, 2016 5:07 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 19846

Re: [MOD 0.12.x] Belt hoppers 1.0.1

I'm liking these, so far. They do one thing, excellently, without a lot of fancy dongles and wingwangs that the author likes, and released with it. One thing I wanted to mention. One of the developer's posts about possible plans for the future mentioned a 'heavy loader' which would use the loader bo...
by Lurkily
Mon May 02, 2016 5:14 pm
Forum: Mods
Topic: [MOD 0.12.x] Belt hoppers 1.0.2
Replies: 33
Views: 19846

Re: [MOD 0.12.x] Belt hoppers 1.0.0

How do these do, performance-wise, in comparison to slipstream chests or interface chests?
by Lurkily
Mon May 02, 2016 4:44 pm
Forum: Mods
Topic: [MOD 0.12.11] SRS, an end game challenge
Replies: 8
Views: 7870

Re: [MOD 0.12.11] SRS, an end game challenge

If you're interested, that's based on an old tech document that I typed up a few weeks ago. I get game design ideas, and scribble them down - this one was an idea regarding a time-management game, but SRS reminded me of it, and it would suit factorio well. The google doc is here . It may help you if...
by Lurkily
Mon May 02, 2016 1:28 pm
Forum: Mods
Topic: Refactorio 0.0.1
Replies: 23
Views: 9967

Re: Refactorio 0.0.1

Factorio is a bout logistics and automation. If I wanted to manually load coal into generators, there are already a hundred and six point two games that do that, and do that better. Removing an automation tool that does something nothing else can automate, in Factorio, is like taking the noodles out...
by Lurkily
Sun May 01, 2016 8:31 pm
Forum: Mods
Topic: Refactorio 0.0.1
Replies: 23
Views: 9967

Re: Refactorio 0.0.1

Huh, that's interesting. I actually have a lot of the same ideas as this mod's creator, for my own "Factorio Gaiden" mod-in-the-works. The burner generator is actually borrowed from KS's power mods. If you want to use that without losing the burner inserter, you can grab KS Power . Commen...
by Lurkily
Sun May 01, 2016 1:03 pm
Forum: Mods
Topic: Refactorio 0.0.1
Replies: 23
Views: 9967

Re: Refactorio 0.0.1

I agree with many comments here. I would not say the mod is worthless, but I would say it is broken. I would never use a mod that made it harder to automate any aspect of factorio, especially something as important as recovery from critical failures. Let me give you an example. A train supplies coal...
by Lurkily
Sun May 01, 2016 3:26 am
Forum: Mods
Topic: [MOD 0.12.11] SRS, an end game challenge
Replies: 8
Views: 7870

Re: [MOD 0.12.11] SRS, an end game challenge

I would actually prefer something more unpredictable. For instance, pretend there is a war going on somewhere that needs these resources, and demands certain things from you. This war is never won nor lost, but your allies' effectiveness can be represented as a percentage that you have to maintain b...
by Lurkily
Sun May 01, 2016 2:40 am
Forum: Mods
Topic: [MOD 0.14.x] Left-Right Load Balancer
Replies: 82
Views: 59956

Re: [MOD 0.12.x] Left-Right Load Balancer

Here's a question. Does this balance input, too? If I have units pulling from only one side of the belt, it often backs up some of production, leading some mines to be overutilized and others to sit idle. There is a belt solution to that issue to force uneven output to utilize input evenly. Does thi...
by Lurkily
Fri Apr 08, 2016 1:11 pm
Forum: Mods
Topic: [Mod 0.12.x] Creative Inventorys
Replies: 6
Views: 19421

Re: [Mod 0.12.x] Creative Inventorys

Have you considered an assembler version of this? This way you can select recipes rather than having to mine/pump/refine the resource before you can use the creative item to produce it. This is the first problem I encountered when trying an extremely low-resource, low-water game so I could focus on ...

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