Built a program to make a hauler act like a giant logistic bot:
https://www.reddit.com/r/factorio/comme ... s_built_a/
Search found 14 matches
- Fri Feb 02, 2018 4:51 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 120842
- Fri Feb 02, 2018 1:47 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 120842
Re: [MOD 0.14] AAI Programmable Structures
Eventually depots probably will be scannable by id, and 'followable' using their id as part of a goto command. That will probably happen as part of adding location beacons that also have ids and are used for the same purpose (minus the storage).
Fantastic, that's good to hear. That will ...
Fantastic, that's good to hear. That will ...
- Thu Feb 01, 2018 11:41 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 120842
Re: [MOD 0.14] AAI Programmable Structures
Those structures are being moved to a different tech for vehicle specific structures. It makes it less complicated if you add the vehicles mod at a later date.
Gotcha.
I'm guessing that you're using a mod that automatically makes ghost entities real? If so that's what is breaking it.
Ah! Yep ...
Gotcha.
I'm guessing that you're using a mod that automatically makes ghost entities real? If so that's what is breaking it.
Ah! Yep ...
- Sun Jan 28, 2018 3:32 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 120842
Re: [MOD 0.14] AAI Programmable Structures
Glitch with 0.4.1: when blueprinting the design, the wires are attached to the inputs/outputs of the scanner, not the scanner itself. The *inputs/outputs* of the scanner blueprint too. This has two effects:
- First, when the new scanner is placed via blueprint, the wires are not attached to it ...
- First, when the new scanner is placed via blueprint, the wires are not attached to it ...
- Sun Jan 28, 2018 2:00 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 120842
Re: [MOD 0.14] AAI Programmable Structures
Nevermind, I fixed it. I added a few lines to technology.lua at line 9:
{type = "unlock-recipe", recipe = "zone-scan"},
{type = "unlock-recipe", recipe = "zone-control"},
{type = "unlock-recipe", recipe = "tile-scan"},
{type = "unlock-recipe", recipe = "unit-scan"},
{type = "unlock-recipe ...
{type = "unlock-recipe", recipe = "zone-scan"},
{type = "unlock-recipe", recipe = "zone-control"},
{type = "unlock-recipe", recipe = "tile-scan"},
{type = "unlock-recipe", recipe = "unit-scan"},
{type = "unlock-recipe ...
- Sun Jan 28, 2018 1:49 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 120842
Re: [MOD 0.14] AAI Programmable Structures
Earendel,
Maybe I'm just missing something, but the structures technology only provides the three scanners, zone controller, vehicle deployer, and vehicle depot. There is no unit controller. I pulled up creative mode and unlocked all techs, confirmed I'm not just missing a technology here...I tried ...
Maybe I'm just missing something, but the structures technology only provides the three scanners, zone controller, vehicle deployer, and vehicle depot. There is no unit controller. I pulled up creative mode and unlocked all techs, confirmed I'm not just missing a technology here...I tried ...
- Tue Jan 16, 2018 3:49 am
- Forum: Ideas and Suggestions
- Topic: Filter pump
- Replies: 5
- Views: 2436
Filter pump
I'd really like a filter pump, like a filter inserter, that only works with a designated fluid. I'm running into issues with the mod LTN and while debugging them I keep filling my crude oil lines with sulfuric acid.
- Fri May 12, 2017 12:35 am
- Forum: Combinator Creations
- Topic: Count-perfect flow limiter (needs review)
- Replies: 9
- Views: 6701
Re: Count-perfect flow limiter (needs review)
MAJOR REVISION:
Yes, pulse mode works MUCH better, keeps flow more consistent, and works with any belt type! New math:
- Yellow belts have a throughput of 40/3 (13.333) items/sec, or 40/(3*60) = 2/9 items/tick.
- Using the same method as previous, we can expect a fully compressed YELLOW belt to ...
Yes, pulse mode works MUCH better, keeps flow more consistent, and works with any belt type! New math:
- Yellow belts have a throughput of 40/3 (13.333) items/sec, or 40/(3*60) = 2/9 items/tick.
- Using the same method as previous, we can expect a fully compressed YELLOW belt to ...
- Thu May 11, 2017 11:39 pm
- Forum: Combinator Creations
- Topic: Count-perfect flow limiter (needs review)
- Replies: 9
- Views: 6701
Re: Count-perfect flow limiter (needs review)
By the way, I also just updated my belt capacity monitor to be able to measure any arbitrary quantity. It has a sensitivity of 1 unit. Remember, a fully loaded belt has 64 items on it, so I have the measurement set here to 36, and it is reporting to me that there are exactly 32 items (half of a belt ...
- Thu May 11, 2017 10:58 pm
- Forum: Combinator Creations
- Topic: Count-perfect flow limiter (needs review)
- Replies: 9
- Views: 6701
Re: Count-perfect flow limiter (needs review)
http://imgur.com/O5gbgYL.gif
Sure, I went ahead and put one together for you. It only needs to compare lane population, it doesn't care about multiplication or timing.
An object will be counted 32 times as it crosses a yellow belt, and 16 times as it crosses a red belt. However, the regulated ...
Sure, I went ahead and put one together for you. It only needs to compare lane population, it doesn't care about multiplication or timing.
An object will be counted 32 times as it crosses a yellow belt, and 16 times as it crosses a red belt. However, the regulated ...
- Wed May 10, 2017 3:37 am
- Forum: Combinator Creations
- Topic: Count-perfect flow limiter (needs review)
- Replies: 9
- Views: 6701
Re: Count-perfect flow limiter (needs review)
Modified the design: made it more compact and added a trigger at the beginning ("H") that only starts the rate limits when items are read into it.
I also made a discovery: for it to be count-perfect you *must* measure in multiples of the distance an item takes to cross a yellow belt. That is, if ...
I also made a discovery: for it to be count-perfect you *must* measure in multiples of the distance an item takes to cross a yellow belt. That is, if ...
- Tue May 09, 2017 2:15 pm
- Forum: Combinator Creations
- Topic: Count-perfect flow limiter (needs review)
- Replies: 9
- Views: 6701
Count-perfect flow limiter (needs review)
For testing some blueprints, I wanted a way to produce precise ratios of certain items, such as 2/3 of a belt of copper. I could use balancers, but I'd prefer to have a reusable method I can just plug a fraction into that doesn't require a knot of balancers every time. So, I spent a few hours ...
- Sat Apr 16, 2016 10:40 pm
- Forum: General discussion
- Topic: Factorio Train Automation tutorial (Parts 1-3)
- Replies: 4
- Views: 7245
Re: Factorio Train Automation tutorial (Parts 1-3)
It is currently posted to reddit here:
https://www.reddit.com/r/factorio/comments/4f38sk/factorio_train_automation_complete_parts_23_and/
Part 1: Novice (Stations, Signals, and Blocks)
http://imgur.com/a/PVL6I/all
Part 2: Apprentice (Intersections, Chain Signals)
http://imgur.com/a/hetKX/all
Part ...
https://www.reddit.com/r/factorio/comments/4f38sk/factorio_train_automation_complete_parts_23_and/
Part 1: Novice (Stations, Signals, and Blocks)
http://imgur.com/a/PVL6I/all
Part 2: Apprentice (Intersections, Chain Signals)
http://imgur.com/a/hetKX/all
Part ...
- Sat Apr 16, 2016 10:40 pm
- Forum: General discussion
- Topic: Factorio Train Automation tutorial (Parts 1-3)
- Replies: 4
- Views: 7245
Factorio Train Automation tutorial (Parts 1-3)
Hi there!
I'm reddit user /u/Grays42, and over the past week and a half I have been working on a complete introduction to trains. This is a comprehensive tutorial that will take a complete train novice all the way through to understanding and building a functional rail network. I've been working ...
I'm reddit user /u/Grays42, and over the past week and a half I have been working on a complete introduction to trains. This is a comprehensive tutorial that will take a complete train novice all the way through to understanding and building a functional rail network. I've been working ...