Search found 12 matches

by ajm.nethunt
Thu Nov 15, 2018 7:56 pm
Forum: Combinator Creations
Topic: SmartBelt Loop Factory
Replies: 2
Views: 3477

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...
by ajm.nethunt
Thu Nov 15, 2018 6:38 am
Forum: Combinator Creations
Topic: SmartBelt Loop Factory
Replies: 2
Views: 3477

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...
by ajm.nethunt
Wed Nov 14, 2018 5:16 pm
Forum: General discussion
Topic: feedback: train signals are hard
Replies: 30
Views: 12380

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...
by ajm.nethunt
Sun Nov 11, 2018 9:52 pm
Forum: General discussion
Topic: feedback: train signals are hard
Replies: 30
Views: 12380

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...
by ajm.nethunt
Sat Nov 03, 2018 4:34 pm
Forum: Gameplay Help
Topic: How can I count items unloaded by an inserter?
Replies: 2
Views: 5984

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...
by ajm.nethunt
Sat Nov 03, 2018 1:44 pm
Forum: Ideas and Suggestions
Topic: Assembler #17: "I need 5 plates, please."
Replies: 4
Views: 1867

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...
by ajm.nethunt
Sat Nov 03, 2018 1:19 am
Forum: Gameplay Help
Topic: How can I count items unloaded by an inserter?
Replies: 2
Views: 5984

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...
by ajm.nethunt
Sun Oct 14, 2018 2:43 am
Forum: Ideas and Suggestions
Topic: Assembler #17: "I need 5 plates, please."
Replies: 4
Views: 1867

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.
by ajm.nethunt
Thu Oct 04, 2018 2:13 am
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 51914

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
by ajm.nethunt
Sat Jan 13, 2018 2:08 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 370614

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...
by ajm.nethunt
Wed Sep 07, 2016 3:50 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 44619

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...
by ajm.nethunt
Fri Apr 01, 2016 1:27 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 203664

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...

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