Search found 47 matches
- Tue Nov 19, 2024 6:38 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.19] Ghosts of lightning rods show fake protected area
- Replies: 2
- Views: 126
Re: [2.0.19] Ghosts of lightning rods show fake protected area
Yeah, I have a blueprint of a bunch of substations, lightning rods, and roboports, I drop that down then start working on other buildout while bots catch up to the power buildout component. It's also a case when I'm changing out lightning rods for the attractors, since they're not direct upgrades, t...
- Sun Nov 17, 2024 9:51 pm
- Forum: Gameplay Help
- Topic: I dont get Quality Items
- Replies: 7
- Views: 376
Re: I dont get Quality Items
I have the same problem, I only get the maximum blue quality. When I make items from blue quality, I have not once gotten purple, much less gold. Epic and Legendary are research levels. Epic from Gleba, Legendary from Aquilo. You'll never get those categories until you do the appropriate research.
- Sun Nov 17, 2024 4:51 am
- Forum: Gameplay Help
- Topic: why wont my space platform get its materials
- Replies: 1
- Views: 146
Re: why wont my space platform get its materials
You need a full rocket load of a specific item. Hover the individual items on your platform request and you should see not enough planetside.
- Fri Nov 15, 2024 7:59 pm
- Forum: Ideas and Suggestions
- Topic: [2.0.19] Ghosts of lightning rods show fake protected area
- Replies: 2
- Views: 126
[2.0.19] Ghosts of lightning rods show fake protected area
What happened? When ghost building lightning rods/collectors, the eventual coverage area is added into real coverage, but (correctly) does not actually protect against lightning. This causes problems when trying to view the current actual coverage for remotely safely building in. Suggested fix: Ghos...
- Thu Nov 14, 2024 6:32 pm
- Forum: Releases
- Topic: Version 2.0.18
- Replies: 22
- Views: 8834
Re: Version 2.0.18
Didn't realize how much I needed this.Updated shortcut icons and increased their size to 56px.
- Wed Nov 13, 2024 5:53 pm
- Forum: Gameplay Help
- Topic: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
- Replies: 17
- Views: 637
Re: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
Yeah, I'd assume it would be X ticks behind without duplication. You're paying for your gains somewhere.
- Wed Nov 13, 2024 4:41 pm
- Forum: Gameplay Help
- Topic: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
- Replies: 17
- Views: 637
Re: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
That's unfortunately a solution I already mentioned in the OP - I'm searching for a smaller solution, with less combinators, and may be even where the amount of signals to get is variable and not hardcoded to the number of combinators. Arbitrary is extremely hard to match with less combinators. You...
- Wed Nov 13, 2024 4:30 pm
- Forum: Gameplay Help
- Topic: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
- Replies: 17
- Views: 637
Re: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
Index 9 just outputs the 10th item in the list. Not items 1-10.
- Wed Nov 13, 2024 1:14 pm
- Forum: Gameplay Help
- Topic: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
- Replies: 17
- Views: 637
Re: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
The new selector combinator can pull this. Mode of Operation: Select Input. It'll give you the highest one item in the feed on Index 0, then the second highest on Index 1, and down the line.
So if you want the top 10, you'll need 10 combinators.
So if you want the top 10, you'll need 10 combinators.
- Tue Nov 12, 2024 7:07 pm
- Forum: Gameplay Help
- Topic: How to manage freighters dropping off cargo
- Replies: 11
- Views: 697
Re: How to manage freighters dropping off cargo
That solution is much less than 2n+1 combinators, but doesn't actually solve his problem. It's what I do for my networks usually. The drip problem still happens because as soon as even one item is taken from the network, the request becomes 1, which causes the platform to send 1 down. Can you show ...
- Sun Nov 10, 2024 12:26 pm
- Forum: Gameplay Help
- Topic: How to manage freighters dropping off cargo
- Replies: 11
- Views: 697
Re: How to manage freighters dropping off cargo
That solution is much less than 2n+1 combinators, but doesn't actually solve his problem. It's what I do for my networks usually. The drip problem still happens because as soon as even one item is taken from the network, the request becomes 1, which causes the platform to send 1 down.
- Sun Nov 10, 2024 4:59 am
- Forum: Gameplay Help
- Topic: How to manage freighters dropping off cargo
- Replies: 11
- Views: 697
Re: How to manage freighters dropping off cargo
Didn't realize you could add cargo pods to landing pads. That works well. Latter is really annoying through when you have dozens of resources and you have to play with circuits every time you want to change orders. Wish the min/max settings of the logistic request just worked like that to begin wit...
- Sun Nov 10, 2024 3:40 am
- Forum: Gameplay Help
- Topic: How to manage freighters dropping off cargo
- Replies: 11
- Views: 697
Re: How to manage freighters dropping off cargo
You could do it with a set of combinators that start with a constant combinator using a logistics group. Constant Combinator has what you want, math 50 and 80% of that, use those numbers in the SR latch, though you'd have to do it per item still. But then if you wanted to adjust the resources you ju...
- Sun Nov 10, 2024 1:13 am
- Forum: Gameplay Help
- Topic: How to manage freighters dropping off cargo
- Replies: 11
- Views: 697
Re: How to manage freighters dropping off cargo
First Issue: Add Cargo Pods to the landing pad. It'll accept more drops from space that way. With enough of them, you can accept all 20k in one sweep. Second Issue: Use an SR latch as part of your Set Request circuit on Aquilo. You want 500, but you don't put the request in for 500 until you're unde...
- Sat Nov 09, 2024 12:58 am
- Forum: Ideas and Suggestions
- Topic: Simple Ship Drive
- Replies: 15
- Views: 597
Re: Simple Ship Drive
Run it as an interrupt, with Signal = [Planet] and leave condition is fish = 1337? Then just put a constant combinator on the ship, wire it up, and turn it on when necessary.
- Fri Nov 08, 2024 8:44 pm
- Forum: Gameplay Help
- Topic: Capture any Spawner
- Replies: 6
- Views: 315
Re: Capture any Spawner
It goes in a circle by chunk from where you are, so if you're centered in the already revealed area it'll take a bit to get to the unrevealed areas. You should be able to watch it on the map revealing the non-radar revealed chunks until it gets the to unrevealed ones.
- Fri Nov 08, 2024 8:28 pm
- Forum: Gameplay Help
- Topic: Looking for best way to move imported resources from cargo hub to rest of factory
- Replies: 2
- Views: 164
Re: Looking for best way to move imported resources from cargo hub to rest of factory
Bulk inserters to Active Provider Chests to empty the cargo hub. Belt/Train/Bot things around your base. How to keep your landing pad from continually requesting stuff from orbit? Constant Combinator with what you need on planet. Multiple by -1 Add count of what you have on planet. (Via roboport imp...
- Fri Nov 08, 2024 8:14 pm
- Forum: Gameplay Help
- Topic: Train interrupt "Destination full or no path" question
- Replies: 15
- Views: 2895
Re: Train interrupt "Destination full or no path" question
Train with one stop: Cargo Pickup. Interrupt: [Wildcard] Dropoff. Condition: Full Inventory And [Wildcard] > 0. Target station: [The actual wildcard item] Drop Interrupt an Interrupt: Condition: Destination full or No Path. Target Station: Holding Bay This should send a train to an open cargo pickup...
- Fri Nov 08, 2024 7:59 pm
- Forum: Gameplay Help
- Topic: Capture any Spawner
- Replies: 6
- Views: 315
Re: Capture any Spawner
This breaks achievements so save ahead of time, but do a big map reveal just to see if there's anything there? Console command: https://wiki.factorio.com/console#Reveal_the_map_around_the_player /c local radius=150 game.player.force.chart(game.player.surface, {{game.player.position.x-radius, game.pl...
- Fri Nov 08, 2024 7:33 pm
- Forum: Releases
- Topic: Version 2.0.16
- Replies: 7
- Views: 9838
Re: Version 2.0.16
Gimme the ability to customize default import locations per game![space-age] Changed tree seed default import location to Nauvis.