Search found 60 matches

by Yodo
Wed Jan 22, 2025 11:19 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 21
Views: 15555

Re: Flow Routers - UTU balancers without the balance

I have been working with Factorio-SAT the last two days, and managed to make a version of my earlier 6-6 LFR that is not lopsided:
afbeelding.png
It also works with yellow belts as you can hopefully see.

I updated my LFR book:
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB ...
by Yodo
Wed Jan 22, 2025 4:31 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Controlled Unbalanced Sushi Belts
Replies: 7
Views: 911

Re: Controlled Unbalanced Sushi Belts

Yep, they are quite nice for sushi. Another simple way to make rate limiters is by using different belt levels and/or side-loading:

red -> yellow 1/2
blue -> red: 2/3
blue -> yellow 1/3

red -> half yellow: 1/4
blue -> half red: 1/3
blue -> half yellow: 1/6

And with space-age's green turbo belts ...
by Yodo
Wed Jan 22, 2025 3:48 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Controlled Unbalanced Sushi Belts
Replies: 7
Views: 911

Re: Controlled Unbalanced Sushi Belts

@Puppet, nice idea. You can make it work without circuits (this sub-forum is circuit-free after all) and for arbitrary ratios by using rate limiters.

Rate limiters are setups that provide a specified throughput limit, so that you can fill a specific fraction of a belt. Here is a blueprint book ...
by Yodo
Tue Jan 21, 2025 12:38 pm
Forum: Ideas and Suggestions
Topic: Dynamically change trainstop names richtext icons with circuit signals
Replies: 16
Views: 1666

Re: Dynamically change trainstop names richtext icons with circuit signals


As of now, having a wildcard in the name of the station and reading the parked train's content would cause problems. There was a suggestion (for assemblers, I think) to make those sorts of input-output signal configurable per color.


IIRC, either the assembler or the asteroid collector, I forgot ...
by Yodo
Sun Jan 19, 2025 8:20 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 21
Views: 15555

Re: Flow Routers - UTU balancers without the balance

Looking at @Scarab's construction method in the first post, I realized that the "potential LFRs" in my previous post are indeed lane flow routers.
They follow the factor method with factors n, 2 (for 2n lanes). The first and last stage consist of two n-n flow routers each, one in the left-lane ...
by Yodo
Sat Jan 18, 2025 4:03 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 21
Views: 15555

Re: Flow Routers - UTU balancers without the balance

Hey @Scarab, thanks for your reply.

You're over engineering your LBs a little. You only need half the number of Lane balancers as there are belts, as long as you use both input sides of the lane balancer's splitter.

Sadly I am not making lane balancers (LBs), but lane flow routers (LFRs). I don ...
by Yodo
Mon Jan 13, 2025 10:17 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Flow Routers - UTU balancers without the balance
Replies: 21
Views: 15555

Re: (Lane) Flow Routers - TU balancers without the balance

To continue on my lane flow router (LFR) spree, I have made 4-4 and 6-6 LFRs, with resp. 2, 3 fewer splitters than the corresponding TU lane balancers (TU LBs)(book also contains my 2-2 LFR):
0eNrtXUuP20YS/iuELrloDPabNJDDOrsGAviwcJLDYr0wNDP0mIiG1IqUx7OB/3tIaR4tjUoq1tcGcthLMjOWvnp0V1V3VbH4x ...
by Yodo
Thu Jan 09, 2025 12:23 pm
Forum: Not a bug
Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Replies: 8
Views: 627

Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor

I found a workaround for the items running out: in Editor mode you have "infinity filters" where the logistics section usually is, and setting requests for items here will keep them in your inventory. But if the request is low, the item can still run out, but I haven't found any problems when ...
by Yodo
Sat Jan 04, 2025 3:02 pm
Forum: Not a bug
Topic: [2.0.28] Spidertron path line renders behind certain entities
Replies: 1
Views: 193

[2.0.28] Spidertron path line renders behind certain entities

The line that marks a Spidertron's path renders behind certain entities, making it hard to see, especially when zoomed in.

Affected entities:
- electric miner
- electric furnace
- accumulator

I think it probably happens with other entities as well, but it doesn't happen with solar panels. I think ...
by Yodo
Thu Jan 02, 2025 2:32 pm
Forum: Not a bug
Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Replies: 8
Views: 627

Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor

Ah, the entities tab in the Map editor window (top left by default) - I never used that that much. It does seem like it doesn't run out, but using that makes it a bit harder to access my upgrade/deconstruction planners and blueprints, as a lot of the usual keyboard shortcuts don't work anymore ...
by Yodo
Thu Jan 02, 2025 2:06 pm
Forum: Not a bug
Topic: [2.0.28] Signals in constant combinator with description not parametrizable
Replies: 5
Views: 601

Re: [2.0.28] Signals in constant combinator with description not parametrizable

Yep, I just realized the naming of the logistic sections was causing it. I was also trying to see if the name of the logistic section was parameterizable.
by Yodo
Thu Jan 02, 2025 2:02 pm
Forum: Not a bug
Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Replies: 8
Views: 627

Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor

I am using editor mode. I reproduced both behaviours it in a new world with "map editor" as well.

The difference between the two behaviours is that in the first, the item was never in the inventory, while in the second, it was, but it runs out. The second case can happen even if the player is ...
by Yodo
Thu Jan 02, 2025 1:56 pm
Forum: Not a bug
Topic: [2.0.28] Signals in constant combinator with description not parametrizable
Replies: 5
Views: 601

[2.0.28] Signals in constant combinator with description not parametrizable

Steps to reproduce:
1. Import one of the provided blueprints.
2. Open the blueprint editor and select parameterize.

What happens:

This blueprint only allows the item in the description to be paramerized:
0eNqtk91uwjAMhd/F1wmCQplaiSdBCKWtC9HSJDgpgqG++9zCyn6kSWPctY7P55Pk5AKFadGTthHyC+jS2QD5 ...
by Yodo
Thu Jan 02, 2025 1:33 pm
Forum: Not a bug
Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Replies: 8
Views: 627

Re: [2.0.28] Instant blueprint building does not work when ghost is in cursor

Okay, is the following behaviour then a bug? (items running out in editor mode)
This is what caused me to notice the behaviour in my previous post.

Steps to reproduce:
1. Turn on instant blueprinting.
2. Add item to inventory and quickbar.
3. Build with the item until it runs out in your inventory ...
by Yodo
Thu Jan 02, 2025 12:44 pm
Forum: Ideas and Suggestions
Topic: Dynamically change trainstop names richtext icons with circuit signals
Replies: 16
Views: 1666

Re: Dynamically change trainstop names richtext icons with circuit signals

In addition to the aforementioned mod, there's also Progammable Train Stop Naming which is based on it. I'm not sure what the difference is, except that the "first signal" option is gone.
by Yodo
Wed Jan 01, 2025 10:00 pm
Forum: Ideas and Suggestions
Topic: Space Age not dependant of the Quality Mod
Replies: 5
Views: 1157

Re: Space Age not dependant of the Quality Mod

To decouple SA from quality, I think the best solutions are either a separate Recycler mod and make it required for both SA and quality (scenario 1), or to add the Recycler to the base game (scenario 2).

In both cases it would be possible the play with just the base game + Recycler, in which case ...
by Yodo
Wed Jan 01, 2025 5:29 pm
Forum: Not a bug
Topic: [Lou][2.0.23] Instant blueprint building does not always work in Editor mode
Replies: 3
Views: 501

Re: [Lou][2.0.23] Instant blueprint building does not always work in Editor mode

I found a related bug which might be causing the instant blueprinting to not work in remote view: 656839.
by Yodo
Wed Jan 01, 2025 5:25 pm
Forum: Not a bug
Topic: [2.0.28] Instant blueprint building does not work when ghost is in cursor
Replies: 8
Views: 627

[2.0.28] Instant blueprint building does not work when ghost is in cursor

Steps to reproduce:
1. Turn on instant blueprinting.
2. Add an item to the quickbar that is not in your inventory by setting the hotbar filter.
3. Now select that item from the quickbar and build with it -> ghosts are built and not "revived".

I expected the ghosts to be revived instantly.

Does ...
by Yodo
Wed Jan 01, 2025 2:18 pm
Forum: Ideas and Suggestions
Topic: Please add a button to add a new blueprint parameter variable
Replies: 47
Views: 6956

Re: Please add a button to add a new blueprint parameter variable

Note that you can safely delete dummy entities with the extra parameters if your blueprint is stored in your library when you do it (inventory does not work). See 124439.

But I agree that there should be a button in the UI to add a dummy parameter.
by Yodo
Wed Jan 01, 2025 2:13 pm
Forum: Ideas and Suggestions
Topic: Please add a button to add a new blueprint parameter variable
Replies: 47
Views: 6956

Re: Be able to add more variables in parametrised blueprints

Duplicate of 116330.

Edit: (This post was merged from the duplicate thread.)

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