Search found 18 matches

by Bortos
Sat Apr 20, 2019 11:18 am
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 394
Views: 156857

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...
by Bortos
Sat Mar 03, 2018 12:54 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384814

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...
by Bortos
Wed Jan 10, 2018 4:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384814

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 ...
by Bortos
Mon Jun 05, 2017 4:47 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 531727

Re: [MOD 0.14] AAI Programmable Vehicles

Getting the following error:

Image

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
by Bortos
Wed May 17, 2017 11:47 am
Forum: Ideas and Suggestions
Topic: Circuit network improvement: Multiple modes of operation
Replies: 8
Views: 5006

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...
by Bortos
Tue May 09, 2017 12:24 pm
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 131779

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.
by Bortos
Mon May 08, 2017 4:11 pm
Forum: Gameplay Help
Topic: Pick-A-Signal combinator?
Replies: 39
Views: 23805

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...
by Bortos
Sat Apr 22, 2017 2:59 am
Forum: Ideas and Suggestions
Topic: Containering
Replies: 5
Views: 2568

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
by Bortos
Wed Apr 19, 2017 6:09 pm
Forum: Gameplay Help
Topic: Circuit Network - Separate Signal with Identical Item Count
Replies: 8
Views: 6458

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
by Bortos
Wed Apr 19, 2017 5:06 pm
Forum: Gameplay Help
Topic: Circuit Network - Separate Signal with Identical Item Count
Replies: 8
Views: 6458

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...
by Bortos
Wed Apr 19, 2017 12:18 pm
Forum: Gameplay Help
Topic: Circuit Network - Separate Signal with Identical Item Count
Replies: 8
Views: 6458

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...
by Bortos
Mon Apr 17, 2017 5:21 pm
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 8073

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...
by Bortos
Mon Apr 17, 2017 4:52 pm
Forum: Combinator Creations
Topic: Change Contents of 2 Belts Dynamically & Remove Old Items
Replies: 0
Views: 1308

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...
by Bortos
Sat Apr 15, 2017 2:56 pm
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 8073

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)...
by Bortos
Thu Mar 16, 2017 5:12 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215433

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...
by Bortos
Sat Sep 24, 2016 11:42 am
Forum: Mods
Topic: [MOD 0.12.x] Marathon 1.0.3
Replies: 204
Views: 118232

Re: [MOD 0.12.x] Marathon 1.0.3

Afforess wrote:
Bizobinator wrote:Any chance you could update it for 0.14 :)?
I was on vacation, but I am back. Expect an update in 24 hours.
Hi, The fill and empty petroleum gas canister also incorrect and creates petroleum gas from steel

Hope you find the time to update the mod, as I love it. Thanks!
by Bortos
Thu Sep 08, 2016 1:26 pm
Forum: Bob's mods
Topic: Marathon Mod Incorrect MK3+4 Chem/Lyzer Costs
Replies: 2
Views: 1568

Re: Marathon Mod Incorrect MK3+4 Chem/Lyzer Costs

Eeep, nevermind. Addressed by Marathon Mod fella

viewtopic.php?f=91&t=13567&start=180
by Bortos
Thu Sep 08, 2016 1:00 pm
Forum: Bob's mods
Topic: Marathon Mod Incorrect MK3+4 Chem/Lyzer Costs
Replies: 2
Views: 1568

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...

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