Search found 5109 matches

by mrvn
Wed Dec 08, 2021 2:31 pm
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 2445

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

In the example, adding 4th connection to the central pole seems consistent with a "clean grid", while the diagonal wires smell like spaghetti A grid is wasteful on the number of connections, near 50% of the connections are unnecessary in a simple grid. More with diagonals. The question is...
by mrvn
Tue Dec 07, 2021 9:44 am
Forum: Gameplay Help
Topic: Science packs help (setup)
Replies: 4
Views: 873

Re: Science packs help (setup)

For the second tire science packs start with one assembler making belts and inserters each and put them on 2 sides of a common belt. From that you can feed assemblers producing the science packs. That usually allows for a nice layout.
by mrvn
Mon Dec 06, 2021 4:53 pm
Forum: Ideas and Suggestions
Topic: Slight reduction of rocket launch animation time
Replies: 29
Views: 5547

Re: Slight reduction of rocket launch animation time

steinio wrote:
Mon Aug 17, 2020 4:55 am
I'm in for starting construction of the next rocket immediately after the start and let the animation roll independently.
Would that give 1000 space science packs when you launch the rocket?
by mrvn
Mon Dec 06, 2021 4:46 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Perfect 1:6 splitter
Replies: 21
Views: 32990

Re: Perfect 1:6 splitter

One of the big uses of this for me is ore mining and then belts won't be full, or don't remain full when patches dwindle. Using the throughput seems like a bad idea. If you have 2 belts you can always pass them through a splitter (to balance them) and then use 1:6 splitters on both sides of the trai...
by mrvn
Mon Dec 06, 2021 4:40 pm
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 2445

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

I feel this is actually working correctly - having (even real) poles connected to each other even via a ghost is singalling "this is supposed to be a network". Therefore, upon removing ghost, its neighbours SHOULD try to recconect in a way to remain in one (before reconnection hypothetica...
by mrvn
Fri Dec 03, 2021 8:10 pm
Forum: Implemented Suggestions
Topic: Another state for Train Stops: Closed
Replies: 2
Views: 763

Re: Another state for Train Stops: Closed

It is. Setting the train limit = 0 has all trains in route arrive but will have no new trains target the station.
by mrvn
Fri Dec 03, 2021 7:26 am
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 54
Views: 11012

Re: Perfect Nuclear Cloverleaf v2, Modular 1-4 cores book : 40-480MW, All the bells and whistles

Make controls based on level of heat, not steam. I have this in my mind. Stop a counter is interesting idea, so you postpone one condition. You can measure heat directly but you can measure if a heat exchanger is working. And every heat pipe needs a 1°C gradient. So if you add 50 heat pipes and the...
by mrvn
Fri Dec 03, 2021 1:20 am
Forum: Not a bug
Topic: [1.1.46] Electric pole ghost removal creates weird connections between other poles
Replies: 24
Views: 2445

Re: [1.1.46] Electric pole ghost removal creates weird connections between other poles

One thing I would say is a bug, or more a bad feature, is the amount of connections added. Connections per pole are limited and, especially with long distance power poles, a precious resource. Poles should not gain a wire if they are already in the same electrical network. Ideally they would choose ...
by mrvn
Fri Dec 03, 2021 1:12 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Perfect 1:6 splitter
Replies: 21
Views: 32990

Re: Perfect 1:6 splitter

My version of the 1to6 splitter for balancing buffer chests for train loading:
1to6-splitter.png
1to6-splitter.png (590.04 KiB) Viewed 5887 times
As belts get split you need less throughput. No need to have blue splitter/belts all the way.
by mrvn
Fri Dec 03, 2021 12:53 am
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 54
Views: 11012

Re: Perfect Nuclear Cloverleaf v2, Modular 1-4 cores book : 40-480MW, All the bells and whistles

7. Conditions for next power cell are: fuel_ready & 200s_passed & steam_low means, all 3 conditions are valid but heat stored in heatpipes is still there. 8. new cell is inserted e.g. system inserts new cell before the heat of previous cell is fully consumed. You didnt catch the trick. Plan...
by mrvn
Thu Dec 02, 2021 3:05 pm
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 54
Views: 11012

Re: Perfect Nuclear Cloverleaf v2, Modular 1-4 cores book : 40-480MW, All the bells and whistles

7. Conditions for next power cell are: fuel_ready & 200s_passed & steam_low means, all 3 conditions are valid but heat stored in heatpipes is still there. 8. new cell is inserted e.g. system inserts new cell before the heat of previous cell is fully consumed. If you have enough heat exchang...
by mrvn
Thu Dec 02, 2021 8:54 am
Forum: Energy Production
Topic: Perfect Nuclear Cloverleaf v3, Modular 1-4 cores book : 40-480MW, All the bells and whistles
Replies: 54
Views: 11012

Re: Perfect Nuclear Cloverleaf v2, Modular 1-4 cores book : 40-480MW, All the bells and whistles

Looks like there would be space to include fuel cell recycling. It would. There is a nice (re)procesing added you could download. However, put it inside plant is a bit wierd as it can support many power plants, it looks to me better to have just one. Also your other idea to add more turbines for pe...
by mrvn
Wed Dec 01, 2021 1:50 pm
Forum: Not a bug
Topic: Inserter Set Stack size has the same result for 0 and 1 value
Replies: 2
Views: 386

Re: Inserter Set Stack size has the same result for 0 and 1 value

But would be a nice feature, or features as there is more than one idea here. Would be consistent with other places where a 0 signal or no signal disables the entity. For the feature improvement I would suggest "each" so the stack size is the signal strength for the item it picks up instea...
by mrvn
Mon Nov 29, 2021 7:25 pm
Forum: Combinator Creations
Topic: Minimalist signal filtering device
Replies: 37
Views: 4270

Re: Minimalist signal filtering device

Ok, not adding but substracting is the final solution. If you substract 2147483648, you have the "full" half range for the intermediate values, because a and b are > 0 as requirement. Then a+b must be < 2147483648 resp. a+(b-2147483648) < 0, which is true for a, b in 0..1 073741823, so yo...
by mrvn
Mon Nov 29, 2021 7:10 pm
Forum: Ideas and Suggestions
Topic: Improve Basic Circuit Overview
Replies: 11
Views: 3034

Re: Improve Basic Circuit Overview

Most people cram their combinator construction into the minimal area so they are easier to use. But that generally makes them impossible to understand with wires going every which way and overlapping. It's near impossible to see if a wire just goes through a connection point or is actually connected...
by mrvn
Mon Nov 29, 2021 6:20 pm
Forum: Not a bug
Topic: [1.1.48] Inserter graphics overlap trains
Replies: 7
Views: 917

Re: [1.1.48] Inserter graphics overlap trains

nincompoop wrote:
Mon Nov 29, 2021 10:31 am
Do you have screenshots of the difference? A difference could make this an actual bug and not just a accepted limitation of the 2D engine.
by mrvn
Mon Nov 29, 2021 6:15 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Spidertron's infinite patrol
Replies: 11
Views: 2198

Re: Spidertron's infinite patrol

[Moderated by Koub : response to now moderated part of previous post] I invite everyone to try the calculator app he linked or use the exact numbers from the prototypes for locomotives and wagons for weight, friction and air resistance and the formulas from the wiki to compute the speed of a train....
by mrvn
Mon Nov 29, 2021 4:22 pm
Forum: Not a bug
Topic: [1.1.48] Inserter graphics overlap trains
Replies: 7
Views: 917

Re: [1.1.48] Inserter graphics overlap trains

How does that explain a difference in windows and linux? Shouldn't they have the same layer arangement and known Z sorting bugs?
by mrvn
Mon Nov 29, 2021 4:19 pm
Forum: Implemented Suggestions
Topic: Text color at railway stations
Replies: 10
Views: 1065

Re: Text color at railway stations

Yes, I heard something about rich text feature in Factorio before, and... forgot it after five minutes because I didn't need it at that moment. I think this is not good that GUI does not even mention for unaware players there are advanced features for some fields. Probably I should create dedicated...
by mrvn
Mon Nov 29, 2021 4:01 pm
Forum: Won't implement
Topic: Adding event trigger for an item stopping at the end of a belt
Replies: 7
Views: 969

Re: Generalizing the feature request

Tell my why that wouldn't work. Taking another crack at this; I did some experiments with linked containers and loaders. What about linked containers and inserters? I know inserters taking from e.g. an assembler work round-robin and take equally at least with stack size = 1. With higher stack size ...

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