Search found 26 matches
- 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...
- 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
- 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...
- 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...
- 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...
- 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:
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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
- 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:
- 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...
- 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...
- 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...
- 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
- 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...