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by Sander Buruma
Sat Aug 25, 2018 8:27 am
Forum: Angels Mods
Topic: 16.51 Petrochem - Error in assingID
Replies: 0
Views: 1079

16.51 Petrochem - Error in assingID

I'm getting basically this error when trying to run petrochem under 16.51
https://mods.factorio.com/mod/angelspet ... 00093c5cdb

Is there a workaround to fix this error?
by Sander Buruma
Sun Aug 02, 2015 1:15 pm
Forum: Combinator Creations
Topic: Combinator FACTORIO sign
Replies: 16
Views: 51261

Re: Combinator FACTORIO sign

Thats nice but I want lamps that change their color/intensity based on the value of a specified signal.
by Sander Buruma
Fri Jul 31, 2015 1:39 pm
Forum: Balancing
Topic: [Fixed 0.12.2] B.Inserters not starting with enough energy
Replies: 6
Views: 12808

Re: [0.12.1] Burner Inserters not starting with enough energy

I didn't see any burner inserter change or fix in 0.12.2, did this make it in?
by Sander Buruma
Thu Jul 23, 2015 7:17 am
Forum: Show your Creations
Topic: Factorio Computer
Replies: 45
Views: 32366

Re: Factorio Computer

Combinator devices like this are in several posts already, not least of which twinsen's scrolling factorio sign save file which was made public before yours.
by Sander Buruma
Thu Jul 23, 2015 7:09 am
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 57866

Re: Combinator Contraptions

I'd really like for lights to be able to change color according to the value of a signal.
by Sander Buruma
Wed Jul 22, 2015 7:35 pm
Forum: Gameplay Help
Topic: Linking Logistic Network and Combiantors
Replies: 1
Views: 3345

Re: Linking Logistic Network and Combiantors

no, logistics network cant feed into combinators with or without, the chests that feed signals to the logistics network, can also provide signals to a combinator/circuit network if they are connected through cables.
by Sander Buruma
Wed Jul 22, 2015 3:33 pm
Forum: Combinator Creations
Topic: Combinator FACTORIO sign
Replies: 16
Views: 51261

Re: Combinator FACTORIO sign

After some long reverse engineering and without any prior circuit building experience, I managed to recreate the contraption and spell something on it: http://youtu.be/UogYVk6pFW0 Again thanks for the save Twinsen! Edit: I do have a question. Why does Twinsens design have 2 arithmetic converts that ...
by Sander Buruma
Tue Jul 21, 2015 12:53 pm
Forum: Implemented Suggestions
Topic: Visuals for Combinators
Replies: 17
Views: 25487

Re: Visuals for Combinators

I agree some visual aids would be very useful indeed because reverse engineering a circuit design by the tangle of wires everywhere is a bit difficult. In the meantime, the side of the combinator closest to the sign (ie. ">" or "=", etc) is the output. I suppose that's how you co...
by Sander Buruma
Tue Jul 21, 2015 7:29 am
Forum: Combinator Creations
Topic: Combinator FACTORIO sign
Replies: 16
Views: 51261

Re: Combinator FACTORIO sign

this is 1 billion gazillion times awesome, thanks Twinsen!
by Sander Buruma
Mon Jul 20, 2015 9:40 am
Forum: Combinator Creations
Topic: [0.12] Combinator Use & Abuse
Replies: 8
Views: 19886

Re: [0.12] Combinator Use & Abuse

I was thinking that perhaps we could hold on to trains by emptying them of fuel and only refilling them later on when we want them to continue, using combinators. However trains retain a bit of fuel from their last unit of fuel consumed, can we solve that somehow?
by Sander Buruma
Sun Jul 19, 2015 11:20 am
Forum: Combinator Creations
Topic: [0.12] Combinator Use & Abuse
Replies: 8
Views: 19886

Re: [0.12] Combinator Use & Abuse

Before trying to replicate what you made, I'd only made a series of lights that light up sequantially as an input gets higher until it resets and starts over. <Interlude + Music> I have it working for 3 digits and any more digits should be no problem. I'm wondering, are the first 10 DCs of a block r...
by Sander Buruma
Sat Jul 18, 2015 9:45 pm
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 77484

Re: Friday Facts #88 - Combinators

Is there a chance we can have the save file with the factorio scrolling sign?
by Sander Buruma
Sat Jul 18, 2015 3:36 pm
Forum: Releases
Topic: Version 0.12.0
Replies: 165
Views: 138511

Re: Version 0.12.0

No, turrets are 100,000x better now and 50,000x more ammo efficient.
by Sander Buruma
Sat Jul 18, 2015 1:20 pm
Forum: Gameplay Help
Topic: Combinator Logic
Replies: 5
Views: 7718

Re: Combinator Logic

That makes sense, it seems that combinators take 1 tick to update upon meeting any circuit condition. Even lights turn on 1 tick after their condition is met.
by Sander Buruma
Sat Jul 18, 2015 11:25 am
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 77484

Re: Friday Facts #88 - Combinators

I made an array of lights that turn on at different signal quantities, and it is on a loop.
http://youtu.be/vLLZLqXDURI
That may give you an idea.

Edit: switched in a clearer demo vid.
by Sander Buruma
Sat Jul 18, 2015 9:42 am
Forum: Gameplay Help
Topic: Combinator Logic
Replies: 5
Views: 7718

Combinator Logic

Hi all, I've made this tiny combinator circuit here: http://youtu.be/vLLZLqXDURI In it you see it functioning but not entirely in the way I expected, ie. it works but I don't understand why. The left hand combinator in a feed back loop keeps on adding 1 onto the "0" signal. When it gets to...
by Sander Buruma
Fri Jul 17, 2015 7:08 pm
Forum: Show your Creations
Topic: Factorio Computer
Replies: 45
Views: 32366

Re: Factorio Computer

How about a game of tick tac toe?
by Sander Buruma
Fri Jul 17, 2015 4:12 pm
Forum: Technical Help
Topic: Cant upgrade to .12
Replies: 5
Views: 4881

Re: Cant upgrade to .12

thanks!
by Sander Buruma
Fri Jul 17, 2015 3:41 pm
Forum: Technical Help
Topic: Cant upgrade to .12
Replies: 5
Views: 4881

Cant upgrade to .12

While updating it froze then crashed and now it say's there are no updates. I've reinstalled and it still thinks there are no updates for 0.11.22, and experimental updates are turned on in options.
by Sander Buruma
Fri Jul 10, 2015 8:44 am
Forum: News
Topic: Friday Facts #93 - Furious Finish
Replies: 62
Views: 44199

Re: Friday Facts #93 - Furious Finish

probably about 8 hours to go before release.

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