Search found 9 matches
- Tue Nov 12, 2024 11:48 am
- Forum: Bug Reports
- Topic: [2.0.16] Inconsistent recycle times for recipes that yield multiple items
- Replies: 9
- Views: 1493
[2.0.16] Inconsistent recycle times for recipes that yield multiple items
What did you do?
Put concrete in a recycler (normal quality recycler, no modules, no beacons, normal quality concrete)
What happened?
It recycled 0.8 items per second
What did you expect to happen instead?
I expected it to recycle 8 items per second.
Base recycling time should be craft_time ...
- Fri Sep 27, 2024 11:15 am
- Forum: News
- Topic: Friday Facts #430 - Drowning in Fluids
- Replies: 320
- Views: 63607
- Sat Dec 16, 2017 7:54 am
- Forum: General discussion
- Topic: Belt compression in 0.16
- Replies: 22
- Views: 25736
Belt compression in 0.16
Due to removal of undergound belt compression trick I would like to offer you a combinator based alternative.
A little bit of theory:
1. Each belt tile has 32 slots.
2. Each item takes 9 slots on a belt.
3. Yellow belt advances 1 slot forward every game cycle (2 for red, 3 for blue).
The trick to ...
A little bit of theory:
1. Each belt tile has 32 slots.
2. Each item takes 9 slots on a belt.
3. Yellow belt advances 1 slot forward every game cycle (2 for red, 3 for blue).
The trick to ...
- Mon Jul 17, 2017 10:26 pm
- Forum: Ideas and Suggestions
- Topic: Train stops and schedule improvements
- Replies: 5
- Views: 3471
Train stops and schedule improvements
TL;DR
1. Allow players to control maximum number of trains scheduled to arrive to a station.
2. Add "do not skip if stop is disabled" checkbox to train schedule.
What ?
1. When a train stop is enabled via circuit network all trains that have that stop next in their schedule will start moving ...
1. Allow players to control maximum number of trains scheduled to arrive to a station.
2. Add "do not skip if stop is disabled" checkbox to train schedule.
What ?
1. When a train stop is enabled via circuit network all trains that have that stop next in their schedule will start moving ...
- Thu Jun 29, 2017 7:09 pm
- Forum: Mods
- Topic: [MOD 0.15] Bullet Trails
- Replies: 15
- Views: 15486
Re: [MOD 0.15] Bullet Trails
Trails disappeared after 0.15.22
- Fri Feb 10, 2017 8:31 pm
- Forum: General discussion
- Topic: What's up with inserters?
- Replies: 7
- Views: 4482
Re: What's up with inserters?
Spiltters remember belt side for each item type that passes through.Yoyobuae wrote:The time an item goes thru takes 1 tick longer the first time thru than the remaining times. Almost as if the item "remembers" having gone thru before.
https://www.youtube.com/watch?v=FQGFhebyrSI
- Fri Feb 10, 2017 8:20 pm
- Forum: General discussion
- Topic: What's up with inserters?
- Replies: 7
- Views: 4482
Re: What's up with inserters?
Did this with Creative Mode mod.
No stack bonuses. No belt corners. All inserters face the same direction. All inserters rotate counterclockwise to unload. Everything is inside one chunk. They pick up from containers so the pickup is instant if there is an item present (with this settings they can ...
No stack bonuses. No belt corners. All inserters face the same direction. All inserters rotate counterclockwise to unload. Everything is inside one chunk. They pick up from containers so the pickup is instant if there is an item present (with this settings they can ...
- Fri Feb 10, 2017 5:40 pm
- Forum: General discussion
- Topic: What's up with inserters?
- Replies: 7
- Views: 4482
What's up with inserters?
Here are my assumptions:
1. Each belt tile has 32 slots.
2. Each item occupies 9 slots on a belt.
3. Yellow belt advances by 1 slot every frame.
4. If there are no items on a belt inserters will always place an items on the same slot of the belt.
5. If the usual slot is occupied inserters have two ...
1. Each belt tile has 32 slots.
2. Each item occupies 9 slots on a belt.
3. Yellow belt advances by 1 slot every frame.
4. If there are no items on a belt inserters will always place an items on the same slot of the belt.
5. If the usual slot is occupied inserters have two ...
- Fri Feb 10, 2017 4:58 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 61077
Re: Friday Facts #177 - Difficulty settings
Can we have destruction factor go to negative values so you can go out killing nests to temporarily weaken enemies?
And maybe another slider to speed up evolution every time you kill a spawner.
And maybe another slider to speed up evolution every time you kill a spawner.