## Search found 15 matches

Tue Jan 08, 2019 10:05 pm
Forum: General discussion
Topic: 0.17 Hype?
Replies: 130
Views: 30273

### Re: 0.17 Hype?

christian wrote: β
Tue Jan 08, 2019 9:19 pm
Jan11 wrote: β
Tue Jan 08, 2019 9:05 pm
I watch every day if 0.17 beta update is released. Can`t wait anymore
haha I can't believe this thread is from 2017 LOL.
Same same. It's so close guys
Mon Jan 07, 2019 10:20 pm
Forum: Combinator Creations
Topic: Ideal clock
Replies: 9
Views: 4568

### Re: Ideal clock

In my solution, i need to have 30kW output exactly (in other word, half of one full solar panel power). I have a switch in there which set a one tick signal exactly where the accumulator hit 87 percent of energy. I do this for a reason becouse it perfectly fit to how much energy i lost from the mom...
Mon Jan 07, 2019 6:55 pm
Forum: Ideas and Suggestions
Topic: Filter Combinator
Replies: 8
Views: 1170

### Re: Filter Combinator

+1, great idea and something I could use to improve a few designs (and invent more)

Makes the circuit network a bit more intuitive to be able to weigh each wire as well; making 0 and 1 signals relevant if red and green both carry 0 or 1 high, for example.
Mon Jan 07, 2019 6:27 pm
Forum: Combinator Creations
Topic: Ideal clock
Replies: 9
Views: 4568

### Re: Ideal clock

Thanks for resurecting this Bizz, and thank you MBas for the initial idea. It inspired me to make my own: https://imgur.com/4A3usP2.jpg I call it: Practically Time (v2.0) since it's not count-perfect due to inaccurate division. 25000/24 is not an integer, for example--If anyone could help with deali...
Mon Jan 07, 2019 3:05 pm
Forum: Pending
Topic: [0.16.51] Electric network(s) showing incorrect data with solar panel.
Replies: 1
Views: 471

### [0.16.51] Electric network(s) showing incorrect data with solar panel.

Hey devs, first let me preface with how amazing you guys are. Thank you, and thanks in advance! I'm seeing issues when placing a solar panel and accumulator in two different networks while sharing a network. Here's my setup: https://imgur.com/CVENgZd.jpg What is supposed to happen: During day, produ...
Mon Jan 07, 2019 12:48 am
Forum: Ideas and Suggestions
Topic: Deconstruction Planner / Red & Green Wires
Replies: 6
Views: 977

### Re: Deconstruction Planner / Red & Green Wires

+1

Also, if wires could be placed as if they were printed. Not sure how complex of a problem that would be.
Sun Jan 06, 2019 10:44 pm
Forum: Combinator Creations
Topic: Combinators for measuring throughput
Replies: 1
Views: 3541

### Re: Combinators for measuring throughput

For your low-res meter, you can do moving average across a time period in 3 combinators. It also tracks items individually, but lacks the exact-count precision you have (since the average technically updates every tick, and never stores the exact number passing by). I can send you the solution if yo...
Sun Jan 06, 2019 10:27 pm
Forum: Combinator Creations
Topic: Jamming more signals into your signals so you can signal more while you signal
Replies: 9
Views: 2854

### Re: Jamming more signals into your signals so you can signal more while you signal

Hey guys, I jumped on the logistic train wagon and needed a mux/demux for my project, and this thread inspired me. I want to post my solution in case you still have issues with tick-delay, for suggestions as to how improve mine, and maybe to help another down the road. (If any combinators are unclea...
Sun Jan 06, 2019 7:34 pm
Forum: Off topic
Topic: How old are the players of Factorio
Replies: 62
Views: 50243

### Re: How old are the players of Factorio

In the middle of the 20-30 bracket, to remain somewhat anonymous. This game can be as easy or as challenging as you impose on yourself; Factorio is very much an engineer's game. I found launching my first rocket very challenging, since my OCD prevented me from keeping any part of my factory for long...
Sun Jan 06, 2019 5:25 pm
Forum: General discussion
Topic: Blueprints: How to find what you need
Replies: 2
Views: 864

### Re: Blueprints: How to find what you need

I agree the tag system (or at least, the relevance function that displays blueprints) on factorioprints could be improved. For instance, game version needs to be a requirement by the submitter, and a filter for the searcher. Many more small things could make factorioprints very easy to use and futur...
Sat Jan 05, 2019 3:48 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 234450

### Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Bug report:

Matter source from blueprint fails to output to chest correctly (when output is preset)

I deleted the matter source and made another and copied its traits, I did not test if simply toggling the output preset would work
Fri Jan 04, 2019 11:09 am
Forum: Ideas and Suggestions
Topic: This circuit system...
Replies: 10
Views: 1692

### Re: This circuit system...

Instead of wide-sweeping changes, why not one change: a toggle for each combinator's input/output for the origin/destination of the signal (Red/Green/both wire(s)) The combinator menu would (in words) look something like: Each on Green > 0 -> Each on Red (Outputs Red signals that are larger than 0 o...
Fri Nov 10, 2017 7:12 pm
Topic: Mixed smelting (4 products, fully beaconed)
Replies: 5
Views: 3695

### Re: Mixed smelting (4 products, fully beaconed)

Do you have an updated version of this? Been trying to tackle this problem myself (logic with batch production) with as few combinators as possible.
Thu Apr 07, 2016 10:30 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 281315

### Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.8

Got this error any time i try to load, whether in game and rolling back a save or loading from main menu. Mods running are: Bob's enemies 0.12.6 Evolution Factor Indicator 0.4.15 Natural_Evolution_Expansion 5.0.8 Natural_Evolution_Buildings 5.0.8 Natural_Evolution_Enemies 5.0.8 RSO 1.5.0 I made a r...
Thu Mar 24, 2016 7:49 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 272372

### Re: [MOD 0.12.x] Rail Tanker - Liquid transport 1.1.3

I'm still seeing issues with 1.1.3 (with or without Squeak Through installed as well) where the pumps won't connect to a tank unless they're manually broken & re-placed. This doesn't happen at *all* my stations however, just some of them, and I can't see any obvious pattern to which ones the is...