Search found 18 matches
- Sat Apr 20, 2019 11:18 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 157227
Re: [MOD 0.16] Miniloader
Having issues with Miniloader slowing down to a crawl when inserting sushi belt contents into a chest/warehouse. Chest has heaps of space, and it only occurs when there is > 4 different item types all merged together My base style uses a belt-based logistics network which ends up having lots of sush...
- Sat Mar 03, 2018 12:54 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387564
Re: Development and Discussion
Hi there Just curious about Angels logistics mod, and if it will be maintained? Alternatively if anyone knows of any fixes that can be done locally to get it running. I personally only use the 2x2 chest from that mod, and use it widely in my circuit network logistics belt base. Any chance of the 2x2...
- Wed Jan 10, 2018 4:06 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387564
Re: Development and Discussion
Any help would be greatly appreciated! If worse comes to worst, is there a way to disable them without losing any other parts from your fantastic mods? Eunomiac I had the same issue. I'd played bobs mods without angels before, so I know the recipe exists to combine them. After searching the forums ...
- Mon Jun 05, 2017 4:47 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 532451
Re: [MOD 0.14] AAI Programmable Vehicles
Getting the following error:
Keeps occurring when I drive near a nest in my car. No AAI vehicles are doing anything.
Save uploaded that has the error occur within 2 seconds after loading. Error is thrown 100% of the time
Keeps occurring when I drive near a nest in my car. No AAI vehicles are doing anything.
Save uploaded that has the error occur within 2 seconds after loading. Error is thrown 100% of the time
- Wed May 17, 2017 11:47 am
- Forum: Ideas and Suggestions
- Topic: Circuit network improvement: Multiple modes of operation
- Replies: 8
- Views: 5010
Re: Circuit network improvement: Multiple modes of operation
TLDR My suggestion is to allow the objects to split their connected circuit networks and choose separate mode of operations for each. What ? (idea) I would like for a requester chest to be able to have different modes of operations for both circuit networks it's connected to. Very much agree with t...
- Tue May 09, 2017 12:24 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 131948
Re: [MOD 0.14.21] ShinyBob_v0.14.10
Looking forward (hoping?) to this mod being updated, as it's great, but I must echo robyoublind 's opinion.
- Mon May 08, 2017 4:11 pm
- Forum: Gameplay Help
- Topic: Pick-A-Signal combinator?
- Replies: 39
- Views: 23833
Re: Pick-A-Signal combinator?
Has anyone seen, or have ideas for a combinator contraption that can choose a signal (any single signal) out of a wire that has multiple signals on it? For example, input is 10 stone, 5 copper, 1 electric engine. I need it to pick one (doesn't even matter which one) and output it, so I get for exam...
- Sat Apr 22, 2017 2:59 am
- Forum: Ideas and Suggestions
- Topic: Containering
- Replies: 5
- Views: 2583
Re: Containering
IMO That should be the next step for stack inserters. Stacking those items onto one belt tile. At least then it doesn't improve logistics bots
- Wed Apr 19, 2017 6:09 pm
- Forum: Gameplay Help
- Topic: Circuit Network - Separate Signal with Identical Item Count
- Replies: 8
- Views: 6464
Re: Circuit Network - Separate Signal with Identical Item Count
Solved!
https://www.youtube.com/watch?v=e_m9cDj-LBU
Now I need to get it to clear and update automatically when an input signal changes.
Edit: Managed to hook it up with crafting combinator, and automatically clear all memory cells when the value changes. See: https://youtu.be/PqD3XvoOk1U
https://www.youtube.com/watch?v=e_m9cDj-LBU
Now I need to get it to clear and update automatically when an input signal changes.
Edit: Managed to hook it up with crafting combinator, and automatically clear all memory cells when the value changes. See: https://youtu.be/PqD3XvoOk1U
- Wed Apr 19, 2017 5:06 pm
- Forum: Gameplay Help
- Topic: Circuit Network - Separate Signal with Identical Item Count
- Replies: 8
- Views: 6464
Re: Circuit Network - Separate Signal with Identical Item Count
I don't know a good solution for the signal splitting problem but I did look at fine control of inserters via filters a while back... Learn something knew every day! That's handy. If you're looking to load a chest with various amounts of different items that's easy. I'm trying to turn a signal of N...
- Wed Apr 19, 2017 12:18 pm
- Forum: Gameplay Help
- Topic: Circuit Network - Separate Signal with Identical Item Count
- Replies: 8
- Views: 6464
Circuit Network - Separate Signal with Identical Item Count
I have a signal containing two items of identical count. How do I separate them so I have one item output from one combinator, and the other item on another? i.e. 1 Signal of n unique items => N signals of 1 unique item. Limitation: Use virtual signals only. No explicit item signals , as it should h...
- Mon Apr 17, 2017 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Additional Virtual Signals for Operating on Red and Green
- Replies: 21
- Views: 8079
Re: Additional Virtual Signals for Operating on Red and Green
Maybe instead of adding new signals, introduce a filter for operators in the conditions? So you would be able to set an inserter to work only if "(red) iron plates < (all) gears". That also makes sense, and may give us more capabilities when you could use a red or green filter on any item...
- Mon Apr 17, 2017 4:52 pm
- Forum: Combinator Creations
- Topic: Change Contents of 2 Belts Dynamically & Remove Old Items
- Replies: 0
- Views: 1311
Change Contents of 2 Belts Dynamically & Remove Old Items
I can't think of a better subject/title/name. Takes an input signal and fills those items on two belts. When the signal changes, the belts empty themselves and stop automatically when old items are gone. https://fat.gfycat.com/RaggedClearcutJunebug.webm The input signal must be a binary encoded sign...
- Sat Apr 15, 2017 2:56 pm
- Forum: Ideas and Suggestions
- Topic: Additional Virtual Signals for Operating on Red and Green
- Replies: 21
- Views: 8079
Additional Virtual Signals for Operating on Red and Green
Add additional EACH, ANYTHING and EVERYTHING signals that are specific to the red and green input signals. https://i.imgur.com/AXYHHgE.png Example usages: EACH(RED) > EACH(GREEN) => EACH (GREEN) What it would look like (50 iron, 50 copper) > (100 iron, 20 copper) => (50 copper) (50 steel, 50 copper)...
- Thu Mar 16, 2017 5:12 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1218147
Re: Bugs & FAQ
Clarifier not working on Saline water or mineralized water for me in the latest patch { "mods": [ { "name": "base", "enabled": "true" }, { "name": "FARL", "enabled": "true" }, { "name": "advanced...
- Sat Sep 24, 2016 11:42 am
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 118318
Re: [MOD 0.12.x] Marathon 1.0.3
Hi, The fill and empty petroleum gas canister also incorrect and creates petroleum gas from steelAfforess wrote:I was on vacation, but I am back. Expect an update in 24 hours.Bizobinator wrote:Any chance you could update it for 0.14 ?
Hope you find the time to update the mod, as I love it. Thanks!
- Thu Sep 08, 2016 1:26 pm
- Forum: Bob's mods
- Topic: Marathon Mod Incorrect MK3+4 Chem/Lyzer Costs
- Replies: 2
- Views: 1569
- Thu Sep 08, 2016 1:00 pm
- Forum: Bob's mods
- Topic: Marathon Mod Incorrect MK3+4 Chem/Lyzer Costs
- Replies: 2
- Views: 1569
Marathon Mod Incorrect MK3+4 Chem/Lyzer Costs
Ola Marathon Mod changes the costs of MK3 and 4 Chemical Plants and electrolysers to the same as the first version of the building (i.e. Chem MK3 and MK4 cost 20 steel, 30 iron gear, 10 basic boards and 15 iron pipe) asdfasdf.jpg How do I go about fixing this? Other plants/factories/buildings I've c...