Search found 47 matches
- 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...
- 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.
- 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...
- 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 ...
- 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...
- 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.
- 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.
- 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...
- 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.
- 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 ...
- 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?
- 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...
- 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?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...