Search found 37 matches
- Wed Nov 17, 2021 5:32 am
- Forum: Combinator Creations
- Topic: Ugly Sushi Belts
- Replies: 3
- Views: 3739
Re: Ugly Sushi Belts
I thought if i was to use several fish instead of several gate, then the "required/desired number" of material that i have to setup would be the amount of material sitting in a belt between 2 fish. Which would then allow me to only have 1 connected belt.
Now when i tested with your blueprint and ...
- Wed Nov 17, 2021 1:53 am
- Forum: Combinator Creations
- Topic: Ugly Sushi Belts
- Replies: 3
- Views: 3739
Re: Ugly Sushi Belts
I like the system you explained.
I'm not sure i'll be able to modify it to my need just now, i will need to practice a bit, but the idea of using a sensor for fish and count the item between 2 fish passage to compute the belt content from what i understand is a more elegant way than what i did ...
- Wed Nov 17, 2021 1:42 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 86
- Views: 138660
Re: Beautiful Sushi Belts
I think your method could have its own post you already made nice and clear images for it! I'm saying this because (imo) it's not really a "beautiful" sushi belts like the others. The items on the running belts are not well-ordered like on the other method using splitters contraption for insertion ...
- Wed Nov 17, 2021 1:40 am
- Forum: Combinator Creations
- Topic: Ugly Sushi Belts
- Replies: 3
- Views: 3739
Ugly Sushi Belts
I accidentally posted this over in Beautiful Sushi Belts , and I forgot that was the no-combinator forum. Oops.
Here is (yet another) sushi belt by using a fish to count the contents of the entire belt.
Can be expanded to any length. Longer belts will be slow to replenish items because the one ...
Here is (yet another) sushi belt by using a fish to count the contents of the entire belt.
Can be expanded to any length. Longer belts will be slow to replenish items because the one ...
- Mon Nov 15, 2021 11:07 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 86
- Views: 138660
- Sat Nov 10, 2018 5:51 pm
- Forum: Ideas and Suggestions
- Topic: Read contents of splitter by circuit network
- Replies: 3
- Views: 2008
Read contents of splitter by circuit network
TL;DR
Please allow the real-time contents of a splitter to be read by circuit network.
What ?
This is not the same as another topic asking to control splitter priorities (yes I tried searching). I am more interested in reading the real-time contents of the splitter similar to reading contents ...
Please allow the real-time contents of a splitter to be read by circuit network.
What ?
This is not the same as another topic asking to control splitter priorities (yes I tried searching). I am more interested in reading the real-time contents of the splitter similar to reading contents ...
- Mon Feb 19, 2018 9:20 pm
- Forum: Releases
- Topic: Version 0.16.25
- Replies: 72
- Views: 44422
Re: Version 0.16.25
Does this mean an inserter dropping onto an underground belt entrance will also compress, as it used to?
- Sat Oct 14, 2017 4:23 am
- Forum: Mods
- Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
- Replies: 9
- Views: 6766
Re: [MOD 0.15.36] DroneCommand_0.1.1 (Oct 13 17)
The most significant thing I enjoyed about seeing your mod was since the capsules fly, they don't have the pathing problems that the AAI Vehicles and the Robot Army mods do. Instead of a very long single file line of robots slowly approaching a biter base and getting wiped one at a time, a gaggle of ...
- Fri Oct 13, 2017 4:16 am
- Forum: Mods
- Topic: [MOD 0.15.36] DroneCommand_0.1.4 (Dec 6 17)
- Replies: 9
- Views: 6766
Re: [MOD 0.15.36] DroneCommand_0.1.1 (Oct 13 17)
I was really interested in being able to automatically have drones zoom around and fight biter bases, but then I saw the combinator networks in your saved games and I have no idea what's going on and I'm not interested in learning how to build a contraption that complex.
I really hope you can find ...
I really hope you can find ...
- Mon Jul 03, 2017 3:26 am
- Forum: Railway Setups
- Topic: Unload 2 solid blue belts /wagon, balanced, compact, simple
- Replies: 26
- Views: 27369
Re: Unload 2 solid blue belts /wagon, balanced, compact, simple
Oh, right, the blueprint. I forgot to put that back but it's in the first post again now.
So think of the left and right sides of the two output blue belts as four different zones, each fed by three inserters. Each set of three inserters has one combinator. Each inserter along with the associated ...
So think of the left and right sides of the two output blue belts as four different zones, each fed by three inserters. Each set of three inserters has one combinator. Each inserter along with the associated ...
- Sun Jul 02, 2017 4:57 am
- Forum: Railway Setups
- Topic: Unload 2 solid blue belts /wagon, balanced, compact, simple
- Replies: 26
- Views: 27369
Re: Unload 2 solid blue belts /wagon, balanced, compact, simple
The original content to the first post is restored.
Sorry for the mess.
Sorry for the mess.
- Sat Jul 01, 2017 12:32 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.1] Portals
- Replies: 46
- Views: 27011
Re: [MOD 0.14 + 0.15] Portals
Heh, thank you again for your work on this. I really enjoy using the portals and they seem to fit into the Factorio play style so cleanly despite being completely against the lore. It's very strange, but very fun.
- Fri Jun 30, 2017 9:54 pm
- Forum: Railway Setups
- Topic: Unload 2 solid blue belts /wagon, balanced, compact, simple
- Replies: 26
- Views: 27369
Re: Unload 2 solid blue belts /wagon, balanced, compact, simple
Fair enough. I stand by my use of the word pretentious since the "unwarranted, or exaggerated importance" of how large an animated gif is that is being posted to a forum that routinely uses animated gifs to display a concept in-use while playing is not a surprising thing nor a trap for anyone with ...
- Fri Jun 30, 2017 12:24 am
- Forum: Railway Setups
- Topic: Unload 2 solid blue belts /wagon, balanced, compact, simple
- Replies: 26
- Views: 27369
Re: Unload 2 solid blue belts /wagon, balanced, compact, simple
Of if you want to be pretentious, you can look into webm.
That's a strange way of spelling "being considerate to users on mobile/data caps". The two GIFs you have posted use more than 80% of the bandwidth of the whole page.
My apologies for using all of your limited data allowance. I have ...
That's a strange way of spelling "being considerate to users on mobile/data caps". The two GIFs you have posted use more than 80% of the bandwidth of the whole page.
My apologies for using all of your limited data allowance. I have ...
- Thu Jun 29, 2017 2:17 am
- Forum: Railway Setups
- Topic: Unload 2 solid blue belts /wagon, balanced, compact, simple
- Replies: 26
- Views: 27369
Re: Unload 2 solid blue belts /wagon, balanced, compact, simple
I made that one using GifCam. I also used one of the time-control mods to play the game at 15fps (half-speed) so the gif would be easier to see and also smaller in size.
Of if you want to be pretentious, you can look into webm.
Of if you want to be pretentious, you can look into webm.
- Sat Jun 24, 2017 6:00 pm
- Forum: Railway Setups
- Topic: Unload 2 solid blue belts /wagon, balanced, compact, simple
- Replies: 26
- Views: 27369
Re: Unload 2 solid blue belts /wagon, balanced, compact, simple
I think I solved it. I edited my first post to show the new version.
- Wed May 31, 2017 11:32 pm
- Forum: Not a bug
- Topic: [0.15.14-15] Beacons consume power with no modules
- Replies: 6
- Views: 3233
Re: [0.15.14-15] Beacons consume power with no modules
Well it used to be super convenient that a beacon with modules would not consume power if the factories nearby were idle (if the bonus was not being used by anything nearby). Looks like we lost that feature. Is this on purpose too?
- Sun May 21, 2017 11:20 pm
- Forum: Ideas and Suggestions
- Topic: Auto Trash Toggle
- Replies: 2
- Views: 1904
Re: Auto Trash Toggle
Reviving this in light of the most recent Friday post #191 about GUI improvements.
Please consider this feature request!
Please consider this feature request!
- Sun May 21, 2017 11:19 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 184585
Re: Friday Facts #191 - Gui improvements
Please add a toggle button to turn auto-trash on/off without changing the auto-trash shortcuts or amounts.
Feature Suggestion thread:
https://forums.factorio.com/viewtopic.php?f=6&t=37716&p=226830
There are plenty of times when I want to carry a bunch of some item around with me that is usually an ...
Feature Suggestion thread:
https://forums.factorio.com/viewtopic.php?f=6&t=37716&p=226830
There are plenty of times when I want to carry a bunch of some item around with me that is usually an ...
- Sat May 20, 2017 7:45 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.1] Portals
- Replies: 46
- Views: 27011
Re: [MOD 0.14 + 0.15] Portals
You know companion cubes look an awful lot like chests, and the talking turrets look a lot like turrets, and the Glados potato looks a lot like a combinator, and Glados might look like a radar if you quint your eyes a bit.
Just saying.....
Just saying.....