Search found 78 matches
- Sat Dec 30, 2017 10:05 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 338083
Re: MOD [ 0.16.x] Bio-Industries 2.0.2
the bio cannon is obsolete now with the artillery. maybe make it a different shell type instead? in any case, this mod does too much, I would appreciate if you made it smaller bits and then people can choose which modules they want, such as bio fuel + charcoal making, or big wood poles + fences + ra...
- Sun Dec 24, 2017 10:02 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 338083
Re: MOD [ 0.16.x] Bio-Industries 2.0.2
Bug: I just want to use this mod for tree growing. So I disabled everything else in the mod options, including the tweak recipes. But the rails still use concrete. I didn't check the other stuff. I tried bug reporting on the mod download page, but well. Should I file issues on git instead? Also, as ...
- Sun Dec 24, 2017 6:33 pm
- Forum: Releases
- Topic: Version 0.16.7
- Replies: 153
- Views: 72712
Re: Version 0.16.7
I'm not content with the fluid wagon changes. I don't see a problem with the three partitions. Instead of just cutting the size down by 66% and only having one partition, I would perhaps use 3 partitions with maybe 20 000 units instead of 25 000. getting 25 000 instead of 75 000 basically means that...
- Sun Dec 24, 2017 6:17 pm
- Forum: Ideas and Suggestions
- Topic: Artillery Auto-fire Toggle / Option for disabling artillery auto target / turn off the artillery (train)
- Replies: 57
- Views: 21218
Re: Artillery Auto-fire Toggle
Instead of having a ready made solution for this, why not try building it yourself? The guns will not fire without ammo in them and with simple circuit networks you can control inserters to load ammo or not. You can then strategically place constant combinators which enable or disable the guns. Thi...
- Sun Dec 24, 2017 5:10 pm
- Forum: Ideas and Suggestions
- Topic: Assign Trains to Schedules (Train Routes)
- Replies: 77
- Views: 30843
Re: Assign Trains to Schedules
+ 1 for OP. - Having schedules saved separate from trains allows to easy add and remove trains from a line. - If your train blows up or you disassemble it for some reason, you can just swiftly reassign it to the same schedule. - It makes reusing trains and adapting the network easier. - Complicated ...
- Fri Sep 15, 2017 7:08 pm
- Forum: News
- Topic: Friday Facts #208 - Tips and tricks improvement
- Replies: 58
- Views: 27368
Re: Friday Facts #208 - Tips and tricks improvement
What I feel the tips GUI needs to be is a catalog. It concerns mainly specific aspects of the game, such as inserters, belt lanes, boilers, crafting, vehicles and such. It should be a kind of lexicon, with an index to swiftly jump to a topic that one needs info on, for example nuclear power and with...
- Fri Jul 14, 2017 7:22 pm
- Forum: News
- Topic: Friday Facts #199 - The story of tile transitions
- Replies: 51
- Views: 29883
Re: Friday Facts #199 - The story of tile transitions
As for the tile transitions... There is a mod for that
It's called Water Fix or something of the sort. Looks weird at first, but I suppose all changes do look weird to someone being used to things.
It's called Water Fix or something of the sort. Looks weird at first, but I suppose all changes do look weird to someone being used to things.
- Mon May 22, 2017 12:26 pm
- Forum: Implemented Suggestions
- Topic: Temporarily disable logistics slot/personal roboports
- Replies: 16
- Views: 9214
Temporarily disable logistics slot/personal roboports
What the title says. The problem: When respawning, you have nothing. Suddenly all the bots come and delivery you stuff, filling your inventory. Then you go back to your dead body, pick up your stuff, and now you have twice as much as you requested and need to sort out your inventory. When I die I ei...
- Fri May 12, 2017 8:16 pm
- Forum: Ideas and Suggestions
- Topic: Highlight connected pipes on mouse over (and perhaps belts)
- Replies: 3
- Views: 1618
Re: Highlight connected pipes on mouse over (and perhaps belts)
I thought this was already the case. Do you have alt-view on? I was pretty sure that it showed connections when alt-view was on. Might only be when building tho, not sure. What I mean is different from the underground stuff. It'll highlight a stretch of the belt/pipe's path for, say 15 tiles from t...
- Fri May 12, 2017 8:05 pm
- Forum: Not a bug
- Topic: [0.15] Inserter on everything condition activates wrongly
- Replies: 2
- Views: 1417
Re: [0.15] Inserter on everything condition activates wrongly
the issue is the inserter grabs the item before the chest sends out the signal for the inserter to check. and by the time the inserter realizes that it isn't supposed to be grabbing anything, it already has the stuff in hand, the chest empty once more, the condition true and the inserter finishes it...
- Thu May 11, 2017 12:33 pm
- Forum: Combinator Creations
- Topic: My take on the enrichment process
- Replies: 3
- Views: 2358
Re: My take on the enrichment process
Didn't occur to me. I just saw the modulo operator and I wanted to try it. Either way, thanks for the input.
- Tue May 09, 2017 4:56 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Yet another belt balancer compendium
- Replies: 24
- Views: 78139
Re: Yet another belt balancer compendium
I added the yellow and red variants and removed the trivial stuff like 1-1, 1-2, 1-4, 1-8, 2-1, 2-2, 2-4, 2-8, 4-1, 4-2, 8-1, 8-2 I also changed the naming convention to COLOR"-"IN'-'OUT' Balancer' Where COLOR = Y, R, B for yellow, red and blue belts respectively IN = input belt count OUT ...
- Sat Apr 29, 2017 7:19 pm
- Forum: Combinator Creations
- Topic: Song from Friday Facts
- Replies: 3
- Views: 2164
Re: Song from Friday Facts
I heard that song in tv today for some kid's show my niece watches. Not sure what it was though. I'm very sure it was the same exact song though.
- Sat Apr 29, 2017 7:06 pm
- Forum: Combinator Creations
- Topic: My take on the enrichment process
- Replies: 3
- Views: 2358
My take on the enrichment process
Max beacon, fuel reprocessing/byproduct prioritization, maintaining it's 40/80 needed materials. Produces 1 U235 every 6.25s. Compact. I'm pretty happy with it. You could easily add a soft limit with a power switch to stop you from using all your U238 or overflowing the U235 chest with all that usel...
- Thu Apr 27, 2017 4:28 pm
- Forum: Combinator Creations
- Topic: Music player, Bach Minuet G#
- Replies: 0
- Views: 1285
Music player, Bach Minuet G#
Solid state music player, expandable. Multi channel support. Pre-programmed with Minuet G# by Bach. 0eNrtndtyXEmunt9FlzY5kUjkscN2xD5e+XLf2I4dCrWaM8PY1CEoaeyOHXp3k1RL1FTVKuDLRZa6a+XNTLeaXKtUQP6ZH4AE/vPFzzefrt7fXr/9+OKn/3xx/frd2w8vfvo///niw/Vf3r66uf+zj7++v3rx04vrj1dvXly8ePvqzf2/vbq9/vjXN1cfr19fvn735uf...
- Mon Apr 24, 2017 10:37 pm
- Forum: Not a bug
- Topic: [0.15] Inserter on everything condition activates wrongly
- Replies: 2
- Views: 1417
[0.15] Inserter on everything condition activates wrongly
I set up a machine to automatically produce belts. Gears and plates are shipped via belt to the assembly machines. Between the yellow belt and red belt assembly, I built an inserter into a chest, set to everything < 10 and connected to the chest. to the right I have another inserter on a different c...
- Tue Apr 04, 2017 12:01 am
- Forum: Ideas and Suggestions
- Topic: Highlight connected pipes on mouse over (and perhaps belts)
- Replies: 3
- Views: 1618
Highlight connected pipes on mouse over (and perhaps belts)
When mousing over an item that is connected by the circuit wire, the wires on the circuit are highlighted. I wish for a similar system with pipes, so you can at a glance see which pipes are connected to each other in your messy steel jungle. I was thinking about a yellow outline, although perhaps ha...
- Thu Mar 09, 2017 3:28 pm
- Forum: Not a bug
- Topic: [0.14.22] Inserters stop when unable to place full load
- Replies: 3
- Views: 1769
Re: [0.14.22] Inserters stop when unable to place full load
clearly that behavior should be in the base game. it's not 'all smart' if it detects it can't get rid of the item it's holding. There is no way to avoid the issue aside from having one inserter per item unless one can read the train contents by some signal or limit the stack size on an inserter. Res...
- Thu Mar 09, 2017 3:03 pm
- Forum: Implemented Suggestions
- Topic: Liquid wagon partitioning and filtering
- Replies: 17
- Views: 26687
Re: Liquid wagon partitioning and filtering
A valid reason for partitioning is to prevent the fluid inside to slosh around in curves and all the mass moving to one side, causing the vehicle to topple.
But then again, if you have partitioning, might as well be able to put different stuff in.
But then again, if you have partitioning, might as well be able to put different stuff in.
- Tue Mar 07, 2017 11:14 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network components.
- Replies: 1
- Views: 1302
Circuit network components.
Timer: Counts upwards at a certain (changeable) rate, loops around at some value, may be reset by signal. Clock: Gives game time or time of day as signal. Square wave generator (perhaps others too, though those will probably not be as useful): Sends one signal for some amount of time, then sends ano...