Search found 12 matches
- Thu Nov 15, 2018 7:56 pm
- Forum: Combinator Creations
- Topic: SmartBelt Loop Factory
- Replies: 2
- Views: 3827
Re: SmartBelt Loop Factory
...I'm redoing this. It's nice n cheap to make, but it's tedious and error-prone to manually set that to-belt inserter at each factory for whatever product being made there. Also I want to redo that with space for a pipe input/output from each assembler. BOY I WISH Assemblers would output a signal f...
- Thu Nov 15, 2018 6:38 am
- Forum: Combinator Creations
- Topic: SmartBelt Loop Factory
- Replies: 2
- Views: 3827
SmartBelt Loop Factory
Things that must be configured on-site: constant combinators, assemblers, onto-line inserters, "requester chest" near the feeder/refeeder if you want to automatically get a user-defined number/type of items off the production loop, either as a mall or to send elsewhere. Configurable to mak...
- Wed Nov 14, 2018 5:16 pm
- Forum: General discussion
- Topic: feedback: train signals are hard
- Replies: 30
- Views: 14146
Re: feedback: train signals are hard
@manauser yes, that would be extremely helpful. I think signals are "hard" only because important stuff isn't clearly communicated to me as a player - not because the system is "bad". I guess one of the problems I didn't clearly articulate is that you CAN see some things by hover...
- Sun Nov 11, 2018 9:52 pm
- Forum: General discussion
- Topic: feedback: train signals are hard
- Replies: 30
- Views: 14146
feedback: train signals are hard
My 2 cents. Things in-game information doesn't teach about trains: 1. Placing a signal on only one side of the track makes it a 1-way track, but nothing clearly told me this; trains unable to enter are simply stopped with a mystifying "NO PATH" popping out of them: nothing ANYWHERE tells m...
- Sat Nov 03, 2018 4:34 pm
- Forum: Gameplay Help
- Topic: How can I count items unloaded by an inserter?
- Replies: 2
- Views: 7411
Re: How can I count items unloaded by an inserter?
Really, just reading the entire belt is more precise and scales easier to have multiple assemblers setup on the same belt loop: 1 station to feed items onto the belt until the full count of items actually on the belt meets or exceeds live demand (constant output from consumer chests), 1 station to p...
- Sat Nov 03, 2018 1:44 pm
- Forum: Ideas and Suggestions
- Topic: Assembler #17: "I need 5 plates, please."
- Replies: 4
- Views: 2133
Re: Assembler #17: "I need 5 plates, please."
I'd love to see a picture of that, mrvn. What I was thinking, In other words, is that it would really nice to tag a piece of steel on a belt for a specific factory - like the assembler can send a signal over to some inserter that unloads 5 plates, and those 5 plates are tagged (when unloaded onto th...
- Sat Nov 03, 2018 1:19 am
- Forum: Gameplay Help
- Topic: How can I count items unloaded by an inserter?
- Replies: 2
- Views: 7411
How can I count items unloaded by an inserter?
What I'm trying to accomplish with circuit network: An Iron chest has < 50 plates (and it needs 25 more) I want the inserter at the source chest (that feeds the belt) to unload exactly 25 plates and put them on the belt headed towards the Iron Chest. I can't figure out how to get the inserter at the...
- Sun Oct 14, 2018 2:43 am
- Forum: Ideas and Suggestions
- Topic: Assembler #17: "I need 5 plates, please."
- Replies: 4
- Views: 2133
Assembler #17: "I need 5 plates, please."
I wish assemblers (et al, like research stations) would broadcast what they currently need for their current recipe on the circuit network. The ability to accomplish "Unload from storage and send 5 iron plates and 5 copper plates down the main bus to assembler #17" would be...exciting.
- Thu Oct 04, 2018 2:13 am
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 58089
Re: Friday Facts #262 - Hello my name is: Compilatron
...and now we need combat robots that can accept commands as an alternative to turrets everywhere
- Sat Jan 13, 2018 2:08 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 424852
Re: Friday Facts #225 - Bots versus belts (part 2)
Problem: Whereas bots don't take up space on the ground, belts do - therefore less throughput-per-area. Proposal: allow building belts on top of other belts. Descriptive advantages: 1. Takes 1 new sprite, a covered 'belt tunnel' (think like a server rack). 2. Clicking on a 'belt tunnel' square bring...
- Wed Sep 07, 2016 3:50 pm
- Forum: News
- Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
- Replies: 98
- Views: 50440
Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental
EQUIPMENT GRIDS ON VEHICLES DSJLKFADJSLKFJASLKFADSJKLFSDJKLFSADJKLFDSAJKLF PLEASE GIVE VEHICLES AN ATTRIBUTE LIKE THIS!!! EquipmentSlots = { {name="gun-slot-0", Allowed = {type="vehicle-machinegun",type="tank-cannon",type="rocket-launcher"}, {name="gun-sl...
- Fri Apr 01, 2016 1:27 pm
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 227580
Re: Friday Facts #128 - Back down to earth
I really, really want this. I hate using belts end-game because the mass-moving of raw resources becomes so bottlenecked at the inserters because the stack size bonus can't apply when inserters pick up one thing at a time from a belt! Also belts are just more messy in my opinion late-game - using bo...