Same same. It's so close guys
Search found 15 matches
- Tue Jan 08, 2019 10:05 pm
- Forum: General discussion
- Topic: 0.17 Hype?
- Replies: 130
- Views: 52347
- Mon Jan 07, 2019 10:20 pm
- Forum: Combinator Creations
- Topic: Ideal clock
- Replies: 9
- Views: 7411
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: 2587
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.
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: 7411
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: 998
[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: 2550
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.
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: 5315
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: 4700
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: 64570
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: 1658
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: 387756
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
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: 3846
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
- Forum: Show your Creations
- Topic: Mixed smelting (4 products, fully beaconed)
- Replies: 5
- Views: 5272
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 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425924
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: 339399
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...