Search found 207 matches
- Fri May 14, 2021 3:07 pm
- Forum: PyMods
- Topic: Is Tholins 2 and Tholins 3 meant to be Utility Science?
- Replies: 4
- Views: 1905
Re: Is Tholins 2 and Tholins 3 meant to be Utility Science?
What do you mean by the rest of the gameplay meant to go with it is unfinished? I am aware of how they worked before you had to send them to space, just power for chemicals, (and the space launch requirement I think is a really cool solution!), but is there meant to be more to it than even that?
- Fri May 14, 2021 7:11 am
- Forum: PyMods
- Topic: Is Tholins 2 and Tholins 3 meant to be Utility Science?
- Replies: 4
- Views: 1905
Is Tholins 2 and Tholins 3 meant to be Utility Science?
I got started with utility science, and I am starting some of the researches. Looking at the Tholins tech, I remember I kept looking at it as an option for some of the more troublesome gases, but certainly at Tholins 1 there is little point to sending up space capsules for Hydrogen, Nitrogen, or Car...
- Thu May 13, 2021 4:11 am
- Forum: Gameplay Help
- Topic: Is it possible to input balance a single belt's lanes?
- Replies: 30
- Views: 96142
Re: Is it possible to input balance a single belt's lanes?
That’s for left belt input to left belt output, now do the same for left lane input (from both belts) to left lane output (from both belts), there is only one belt lane of internal capacity for two belt lanes of input. Coincidentally the “problem” for the compact 4-4 belt balancer you discovered is...
- Tue May 11, 2021 5:11 pm
- Forum: Gameplay Help
- Topic: Is it possible to input balance a single belt's lanes?
- Replies: 30
- Views: 96142
Re: Is it possible to input balance a single belt's lanes?
I didn't understand the "2-2 Unlimited Throughput" though, what does it improves over the 2-2 version? Maybe I am missing something here... The normal 2-2 version shown there only has 1 path for left lane input to get to left lane output, the unlimited one has 2 paths. I did not quite und...
- Tue May 11, 2021 3:28 am
- Forum: Gameplay Help
- Topic: Red train signal set by circuit only has 1000 penalty?
- Replies: 10
- Views: 3634
Re: Red train signal set by circuit only has 1000 penalty?
What are you trying to accomplish with the circuit controlled signals? It's possible the best way to solve the problem is to find an alternative means of accomplishing that objective without using them. If it's just controlling when the train goes to a given station, it's possible you can largely ac...
- Sun May 09, 2021 3:59 pm
- Forum: Gameplay Help
- Topic: Is it possible to input balance a single belt's lanes?
- Replies: 30
- Views: 96142
Re: Is it possible to input balance a single belt's lanes?
The normal 2-2 version shown there only has 1 path for left lane input to get to left lane output, the unlimited one has 2 paths.dabalciunas wrote: ↑Sun May 09, 2021 12:17 pmI didn't understand the "2-2 Unlimited Throughput" though, what does it improves over the 2-2 version? Maybe I am missing something here...
- Sun May 09, 2021 12:48 pm
- Forum: Gameplay Help
- Topic: How do I not overfill a box? Or a railway cart, for that matter
- Replies: 7
- Views: 2855
Re: How do I not overfill a box? Or a railway cart, for that matter
You can read train contents, multiply by -1, add to a constant combinator, and removing values below 0. to get items needing loaded, then set filter inserters based off that. Then you just need some spare space in the wagon for the little bit of overflow. The inserter won’t get stuck because the ava...
- Thu May 06, 2021 12:16 am
- Forum: Technical Help
- Topic: [1.1.32] Some inserters missing as well as Stack Bonuses
- Replies: 2
- Views: 1077
Re: [1.1.32] Some inserters missing as well as Stack Bonuses
Try using the console command "/c game.player.force.reset_recipes()".
PS: For bonuses (stack size) I think it's "/c game.player.force.reset_technology_effects()".
PS: For bonuses (stack size) I think it's "/c game.player.force.reset_technology_effects()".
- Wed May 05, 2021 8:32 pm
- Forum: Gameplay Help
- Topic: Combinator Confusion
- Replies: 8
- Views: 3642
Re: Combinator Confusion
I spent a few hours last night playing with combinators and I just can't wrap my brain around them... This is what I'm trying to do: Loop If item# = 1 and chest1.contents > 0 then Move one item from chest1 to belt item# += 1 End If If item# = 2 and chest2.contents > 0 then Move one item from chest2...
- Thu Apr 22, 2021 3:35 am
- Forum: Technical Help
- Topic: FreeSync + VSync = DeadSync
- Replies: 4
- Views: 2591
Re: FreeSync + VSync = DeadSync
Freesync on with VSync off will be a fine configuration unless you notice screen tearing. I don't know the details on Freesync but if it works similar to GSync, VSync only matters if the buffer flip happens while the GPU is already sending frame data to the display. With VSync enabled, it will finis...
- Wed Apr 21, 2021 3:55 pm
- Forum: Gameplay Help
- Topic: How to check full belt of items
- Replies: 5
- Views: 6191
Re: How to check full belt of items
Can you do something with a priority output splitter instead of using an inserter linked to the belt when full? The splitter will inherently do the check if the belt is full, and direct output to the non-priority side only when the priority side is full. Then you connect the inserter to the non-prio...
- Mon Apr 19, 2021 6:34 pm
- Forum: Gameplay Help
- Topic: Splitter "input priority" does nothing?
- Replies: 12
- Views: 4120
Re: Splitter "input priority" does nothing?
Input lanes will not be used equally. Output lanes will be filled with priority from the opposite input lane using that.JimBarracus wrote: ↑Mon Apr 19, 2021 11:07 amI think this is what you are looking for.
You can add more input lanes but it will give you a balanced output.
The input lanes are used equally.
- Sun Apr 18, 2021 8:13 pm
- Forum: Gameplay Help
- Topic: Splitter "input priority" does nothing?
- Replies: 12
- Views: 4120
Re: Splitter "input priority" does nothing?
I guess that makes sense, but the yellow chevron moving to the right or left side of the splitter is extremely misleading given that it's natural and intuitive to think that "input priority" refers to the side of the splitter , since it's a 2-lane object. Input priority does refer to the ...
- Sun Apr 18, 2021 7:40 pm
- Forum: Gameplay Help
- Topic: Splitter "input priority" does nothing?
- Replies: 12
- Views: 4120
Re: Splitter "input priority" does nothing?
Left lines and right lines are independent. It takes from left belt because it is the only one to provide items on the right lane. If "input priority" refers to the side of the belt and not the side of the splitter, why does the yellow chevron move to the right or left side of the splitte...
- Sun Apr 18, 2021 7:31 pm
- Forum: Gameplay Help
- Topic: Single run timer
- Replies: 3
- Views: 3379
Re: Single run timer
You can use a decider combinator with Each < Max output Each. This works on 2 conditions due to how the Each signal is handled, X != 0 and X < Max. Used alongside a decider with Each < Max output 1 Each you can build a counter with 2 deciders that is triggered by a pulse, (a value going above 0) and...
- Mon Apr 05, 2021 5:53 am
- Forum: Gameplay Help
- Topic: Dumb Guy Circuit question
- Replies: 11
- Views: 3510
Re: Dumb Guy Circuit question
A few key points about circuit networks that might be misunderstood: * Circuit networks are continuous wires of one color. * Circuit networks don't store values, only pass values from outputs to inputs. * You can watch the circuit network values by wiring it to a power pole. * Combinators have separ...
- Mon Mar 22, 2021 12:07 pm
- Forum: Gameplay Help
- Topic: railroad best practices
- Replies: 11
- Views: 8573
Re: railroad best practices
Chain signals only allow trains to enter if they can also leave. Chaining multiple along the same path will have them track their exits, so yes. If there's only one exit it'd lock the entire line down. The entire block gets reserved as a train passes through. Typically if I have a long stretch I'll...
- Tue Mar 16, 2021 3:03 am
- Forum: Gameplay Help
- Topic: High volume of bots is making my factory enter in Low Power.
- Replies: 9
- Views: 3142
Re: High volume of bots is making my factory enter in Low Power.
I would recommend posing the save file, it will make it much easier to identify the problem.
- Fri Mar 12, 2021 11:05 am
- Forum: Gameplay Help
- Topic: Train noob
- Replies: 3
- Views: 1548
Re: Train noob
You say you have trouble with the videos when they get to train signals, what about them causes you trouble? Is it related to signal use in complex intersections? Chain signal use? Detailed mechanics of the signals? The basic idea of the train signals is they divide the track up into sections which ...
- Fri Mar 12, 2021 10:52 am
- Forum: Gameplay Help
- Topic: Flow rate for fluids and heat
- Replies: 2
- Views: 1352
Re: Flow rate for fluids and heat
Neither pressure_to_speed_ratio nor flow_to_energy_ratio exist anymore. As far as I understand, all fluids act identically in the current model.