Search found 26 matches

by Alvin853
Fri Mar 04, 2016 10:28 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 227468

Re: Friday Facts #128 - Back down to earth

If it where to be addded like shown in the news it's highly OP (no matter how expensive the recipe is, that's only a one time investment) and takes away a lot of the puzzling aspect. I made a quick layout of what i think could be a middleground in a way, if some sort of running cost (power, lubrica...
by Alvin853
Fri Oct 30, 2015 8:00 pm
Forum: News
Topic: Friday Facts #110 - Tech art finished
Replies: 52
Views: 42595

Re: Friday Facts #110 - Tech art finished

Are the molecules supposed to make sense? 2nd column 4th from top is clearly ethanol, and I don't remember that being part of the tech tree. Maybe that's a new feature coming in .13, party with the biters :mrgreen:
by Alvin853
Sat Aug 29, 2015 3:31 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4][hanziq] Inserters taking from wrong side on underground belts
Replies: 4
Views: 4965

Re: [0.12.4][hanziq] Inserters taking from wrong side on underground belts

I just did some more testing with the 0.12.5 update, and I can't reproduce the issue on any newly placed setups anymore. It seems whatever caused this problem has been fixed, but the existing setup is still showing the wrong behaviour. Since I did the testing in my main game and I can't reproduce it...
by Alvin853
Mon Aug 24, 2015 2:15 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4][hanziq] Inserters taking from wrong side on underground belts
Replies: 4
Views: 4965

Re: [0.12.4] Inserters taking from wrong side on underground belts

It seems that the issue is even bigger, I observed my inserters again and they behave very randomly. In the following picture, only the inserter circled in green takes iron plates from the close side of the belt, all others take iron from the far side: http://i.imgur.com/jqRZxqg.png?1 Maybe it has s...
by Alvin853
Sat Aug 22, 2015 1:21 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4][hanziq] Inserters taking from wrong side on underground belts
Replies: 4
Views: 4965

[0.12.4][hanziq] Inserters taking from wrong side on underground belts

The issue reported in https://forums.factorio.com/forum/viewtopic.php?f=11&t=14544 is fixed for underground exit belts, but it still exists on entrance to underground. Example: http://i.imgur.com/zOd0SAt.png As you can see, pulling from the exit correctly takes the item on the close side, but in...
by Alvin853
Sat Aug 22, 2015 1:17 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4][Twinsen] Electric Furnace still glowing without power
Replies: 1
Views: 2801

[0.12.4][Twinsen] Electric Furnace still glowing without power

When an electric furnace loses power the exact moment it is starting a new production cycle the furnace still glows. It is correctly shut down, but the sprite doesn't change to the "off" state. Example:

Image
by Alvin853
Wed Aug 12, 2015 4:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.2] Inserters don't prefer close side on underground belts / symmetry
Replies: 2
Views: 2097

Re: [0.12.2] Inserters don't prefer close side on underground belts / symmetry

It seems that the bug is also/still there for other rotations of underground belts, although not as consistent, so less noticeable.
by Alvin853
Sat Aug 08, 2015 9:29 pm
Forum: Resolved Problems and Bugs
Topic: Tree not auto-marked for removal when forcing blueprint
Replies: 4
Views: 5715

Re: Tree not auto-marked for removal when forcing blueprint

Noticed the same thing earlier when trying to place a blueprint with many belts and inserters inside a dense forest. Most of the blocking trees were cleared properly and the structures were placed, but some of the trees didn't get marked. Most of the time these trees were sitting a tile away from th...
by Alvin853
Sat Aug 08, 2015 7:36 pm
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 132147

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

That's amazing! I haven't had a chance to dive into combinators yet. The level readout seems pretty straightforward... but how do you determine if the levels are increasing or falling? Well first of all I set up a pulse that is triggered every minute. Then I use some arithmetic combinators to store...
by Alvin853
Sat Aug 08, 2015 3:43 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 416910

Re: Combinators 101

What the hell would be the application of a HARDWARE based PID-controller in FACTORIO?! :shock: the same as in a real factory, naturally - to dynamically and automatically balance production to a changing rate of consumption. Though I suspect, limits of working with integers only aside, things tend...
by Alvin853
Sat Aug 08, 2015 1:09 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 416910

Re: Combinators 101

Nice! Now we need a guide how to setup PID-controllers :ugeek: P and I part are actually really easy to do, but making a differential with discrete time and input values doesn't yield the best results, so it may need some fine tuning, like averaging the differential over a couple seconds or so. I'm ...
by Alvin853
Sat Aug 08, 2015 12:52 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 416910

Re: Combinators 101

You can get the desired effect of passing a signal through only when condition is true by combining it with an arithmetic combinator. The decider outputs 1 when condition is true, 0 otherwise, and arithmetic outputs signal * output of decider. Also I'm pretty sure your "clock" example is o...
by Alvin853
Sat Aug 08, 2015 4:12 am
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 416910

Re: Combinators 101

Setting the output to "input count" means that, if the condition is true, the number output on the signal is the same as the input on that signal . So, if you had a combinator test "iron plates > copper plates" and output signal "coal" as "input count", the c...
by Alvin853
Sat Aug 08, 2015 3:05 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 132147

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Iron reserves at 3% and falling, copper reserves at 5% and increasing, I love this mod :mrgreen:
Image
by Alvin853
Thu Aug 06, 2015 3:59 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 132147

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

Well TIL these lights are not good for displaying circuit network information:

Image
by Alvin853
Thu Aug 06, 2015 1:14 am
Forum: Resolved Problems and Bugs
Topic: [0.12.2] Inserters don't prefer close side on underground belts / symmetry
Replies: 2
Views: 2097

[0.12.2] Inserters don't prefer close side on underground belts / symmetry

As we all know inserters prefer to pull from the close side of a belt when grabbing items, which makes for nice symmetric setups. But I noticed that while my setup is perfectly symmetric in all aspects, I'm getting a huge imabalance between the two sides of a belt. Hunting down the problem I noticed...
by Alvin853
Tue Aug 04, 2015 3:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.1] [Michal] Last inserter at a station misses cargo wagon
Replies: 8
Views: 5654

Re: [0.12.1] Last inserter at a station misses cargo wagon

I did a minimal example to further explain/elaborate: http://i.imgur.com/EeN0ztm.png it seems the shortest train that is able to reproduce the problem has 3 wagons. As shown in the picture, the very last inserter does insert into the wagon when placed initially, but after the train returns to the st...
by Alvin853
Mon Aug 03, 2015 4:05 am
Forum: Resolved Problems and Bugs
Topic: [0.12.1] [Michal] Last inserter at a station misses cargo wagon
Replies: 8
Views: 5654

Re: [0.12.1] Last inserter at a station misses cargo wagon

How is this not a bug? When I place the inserter and a train is at the station it works just fine, but the next time the train enters the station the inserter doesn't get triggered. Seems like a bug to me Are you sure it got to the station automatically? If you put it there manually, some small mov...
by Alvin853
Sun Aug 02, 2015 8:38 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.1] [Michal] Last inserter at a station misses cargo wagon
Replies: 8
Views: 5654

Re: [0.12.1] Last inserter at a station misses cargo wagon

How is this not a bug? When I place the inserter and a train is at the station it works just fine, but the next time the train enters the station the inserter doesn't get triggered. Seems like a bug to me
by Alvin853
Sat Jul 25, 2015 4:22 am
Forum: Duplicates
Topic: [0.12.1] Inserter speed depends on orientation
Replies: 3
Views: 6064

[0.12.1] Inserter speed depends on orientation

In this situation the inserters north of the train are slower than the inserters on the other side, the north side is still transfering ore, while the other side is already turned back halfway. This is a symmetrical setup, all inserters started working at the same time, but after a 10s period the no...

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