I guess the next step would be to not just measure but drive belt throughput. Say for example the steel plant should be 50 iron plates per second.
Scan belt for items coming in, then have another belt to detect items going out. Increment a signal when an item goes through the in and decrement it ...
Search found 72 matches
- Sat Jun 10, 2017 8:55 am
- Forum: Combinator Creations
- Topic: Combinator mesuring belt throughput
- Replies: 28
- Views: 65526
- Sun May 28, 2017 9:34 pm
- Forum: Ideas and Suggestions
- Topic: Middle-click to simulate right-click in inventory
- Replies: 1
- Views: 1602
Middle-click to simulate right-click in inventory
Fairly simple request: Add a button (default middle-click but rebindable) that will act as if you right-clicked the item in-hand from the inventory. This means a blueprint will open the options (allowing you to delete it) and a deconstruction planner would let you change the settings. (Also would ...
- Sun May 28, 2017 12:22 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 121
- Views: 171547
Re: Digital Display, Yay!
There appears to be an issue where 9 does not appear correctly in the first or second values when the value > 100,000. I'm not exactly sure why, but the easiest fix is to change the pixel data combinator's A signal to B and change every lamp's A<0 to B<0.
Issue: http://imgur.com/RSADtNn
Issue: http://imgur.com/RSADtNn
- Sat May 27, 2017 7:25 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 121
- Views: 171547
Re: Digital Display, Yay!
You can replace the (all/10k) - (all/100k)*10 with (all/10k)%10 to save 2 combinators and get the same output.
- Wed May 17, 2017 3:23 am
- Forum: Ideas and Suggestions
- Topic: Manual Setup of Train Number / Value
- Replies: 7
- Views: 4184
Re: Manual Setup of Train Number / Value
I'm not sure what the purpose is? You can save the ID of specific trains, but usually all trains going to a specific station are all of the same "type".
- Tue Apr 25, 2017 9:41 pm
- Forum: Ideas and Suggestions
- Topic: [0.15] Preventing train rerouting when disabling a stop
- Replies: 8
- Views: 5435
Re: [0.15] Preventing train rerouting when disabling a stop
There's no way to prevent a train from re-routing when disabling a train stop. Once it's disabled no train can use it as a valid destination which means they *have* to re-path.
A similar idea might be a "lock" which can be enabled via circuit condition. New trains could not choose to path to it ...
A similar idea might be a "lock" which can be enabled via circuit condition. New trains could not choose to path to it ...
- Tue Apr 25, 2017 5:47 pm
- Forum: Ideas and Suggestions
- Topic: [0.15] Rotate belt when placed in a different direction
- Replies: 2
- Views: 2141
[0.15] Rotate belt when placed in a different direction
Right now if you place a belt on another belt facing another direction (and it's full of contents), it gives you the contents of that belt. If you press R, you never have this issue. Would it be possible to simply make the direction switch a "rotation"?
- Tue Apr 25, 2017 5:45 pm
- Forum: Ideas and Suggestions
- Topic: [0.15] Preventing train rerouting when disabling a stop
- Replies: 8
- Views: 5435
Re: [0.15] Preventing train rerouting when disabling a stop
There's no way to prevent a train from re-routing when disabling a train stop. Once it's disabled no train can use it as a valid destination which means they *have* to re-path.
A similar idea might be a "lock" which can be enabled via circuit condition. New trains could not choose to path to it ...
A similar idea might be a "lock" which can be enabled via circuit condition. New trains could not choose to path to it ...
- Tue Apr 25, 2017 3:02 pm
- Forum: Implemented Suggestions
- Topic: Please let servers send its Mods on connect
- Replies: 3
- Views: 1820
Re: Please let servers send its Mods on connect
Problem with this is it'd be really easy to send malicious code. Not sure if there's a way to handle that.
- Tue Apr 25, 2017 2:30 am
- Forum: Ideas and Suggestions
- Topic: [0.15] Preventing train rerouting when disabling a stop
- Replies: 8
- Views: 5435
[0.15] Preventing train rerouting when disabling a stop
In certain cases, it maybe beneficial to prevent a train from rerouting even if it's headed towards a disabled station. Having a "Prevent rerouting" option when Enable/disable is checked for stops would mean trains would skip it unless it was already en route.
This is great for regular players ...
This is great for regular players ...
- Tue Apr 25, 2017 12:56 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.1] Programmable Speakers not loading circuit condition
- Replies: 1
- Views: 2933
[0.15.1] Programmable Speakers not loading circuit condition
1) Get a programmable speaker and attach it with a wire to somewhere
2) Take a blueprint of the programmable speaker and place it somewhere else. The circuit condition should remain
3) Take the blueprint string of the same blueprint and re-import it. The circuit condition will be reset.
Example ...
2) Take a blueprint of the programmable speaker and place it somewhere else. The circuit condition should remain
3) Take the blueprint string of the same blueprint and re-import it. The circuit condition will be reset.
Example ...
- Fri Nov 11, 2016 2:47 am
- Forum: Ideas and Suggestions
- Topic: Copy Station to Train
- Replies: 0
- Views: 1020
Copy Station to Train
Shift-right-click on a station, shift-left-click on a train to add that station to the schedule (either with no "wait until" or a default "wait until" such as 30 seconds).
Very useful when you place a train for a station that you just created and you're right next to it!
Very useful when you place a train for a station that you just created and you're right next to it!
- Thu Nov 10, 2016 11:49 pm
- Forum: Ideas and Suggestions
- Topic: Locking mouse X/Y coords when placing things
- Replies: 5
- Views: 4627
Re: Locking mouse X/Y coords when placing things
Only if there was a hotkey. One simple example of this is creating 4 lanes of a bus at the same time, just being able to drag to create that. I love the idea, and I understand the frustration, but there needs to be a hotkey. Perhaps there could also be an option to have it on by default and make the ...
- Thu Nov 10, 2016 11:39 pm
- Forum: Ideas and Suggestions
- Topic: Lamps Use CONDITION Color
- Replies: 3
- Views: 5665
Re: Lamps Use CONDITION Color
You can easily fix this problem by having a constant combinator with the color you want for each one (hooked with red wire) and then have the signals be non-color values (just random items).
However, if you're checking a color condition, it seems extremely unlikely that you'd want to use the first ...
However, if you're checking a color condition, it seems extremely unlikely that you'd want to use the first ...
- Mon Nov 07, 2016 11:35 pm
- Forum: Combinator Creations
- Topic: Mine depletion indicators (Muliplexing/Demultiplexing by Modulo Operations)
- Replies: 15
- Views: 20533
Re: Mine depletion indicators (Muliplexing/Demultiplexing by Modulo Operations)
Or, instead of displaying it with lights, you could "simulate" the belts at your base for a cooler effect (size needs to be made smaller, or the simulated belt's inputs/outputs should be distant from the viewing area):
https://www.youtube.com/watch?v=XzWpKh8Bkzs
This does not include the ...
https://www.youtube.com/watch?v=XzWpKh8Bkzs
This does not include the ...
- Mon Nov 07, 2016 8:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.19] Incorrect research searching
- Replies: 1
- Views: 2807
[Rseding91] [0.14.19] Incorrect research searching
Searching for "Flight"
Entering Fl:
http://i.imgur.com/krtdAbb.png
Entering Fli:
http://i.imgur.com/hgysPwr.png
Another user had the same issue except between "Fli" and "Flig"
Untested with other researches.
Entering Fl:
http://i.imgur.com/krtdAbb.png
Entering Fli:
http://i.imgur.com/hgysPwr.png
Another user had the same issue except between "Fli" and "Flig"
Untested with other researches.
- Sun Oct 09, 2016 3:07 am
- Forum: Combinator Creations
- Topic: Keyboard and Display(s)
- Replies: 2
- Views: 2529
Re: Keyboard and Display(s)
Hey, awesome work! I'm trying to get your build to work... Right now, in the upper constant combinator I'm putting in the letters I want (obviously wrong since you have to enter letters one at a time), then using "2" to save to memory two and then "-2" to read it, but alas no luck. I'm positive I'm ...
- Mon Aug 01, 2016 10:07 pm
- Forum: Implemented Suggestions
- Topic: About underground belt trick (lane swapping): art?
- Replies: 12
- Views: 10577
Re: About lane swapping (underground belt trick): art?
I would much rather that they update the graphics than remove this feature. Especially considering it could break many designs.
- Mon Jul 18, 2016 10:09 pm
- Forum: Tools
- Topic: Generating Blueprints by Coding
- Replies: 14
- Views: 11838
Re: Generating Blueprints by Coding
Thanks for feedback. I'll check blueprint "fixer" as soon as I get to Factorio. As for direction - i meant an argument to "createEntity" method so it is created right in the needed direction (in most cases without direction I have to say "true" to "allowOverlap" for combinators and later specify ...
- Mon Jul 18, 2016 5:11 pm
- Forum: Tools
- Topic: Generating Blueprints by Coding
- Replies: 14
- Views: 11838
Re: Generating Blueprints by Coding
Nice library. Though I'm not goot at JS, i wrote a simple code to generate somthing like ROM. Also I noticed some strange things. For example, the generated blueprint has an incorrect preview in game: my combinators are spaced incorrectly in preview and wires are floating in the air :) But the ...