Search found 33 matches

by PadreSperanza
Tue Mar 19, 2019 10:35 pm
Forum: Pending
Topic: [0.17.x] No more research queue
Replies: 11
Views: 4964

Re: [0.17.x] No more research queue

Well I was playing a new game yesterday. And I have had research queue enabled all the time but today I wanted to double click another "future" research into queue and nothing happened. I am not able to pick something into queue and I honestly do not find the option anymore to enable it. P...
by PadreSperanza
Tue Jan 15, 2019 6:04 am
Forum: Ideas and Suggestions
Topic: Minor 0.17 Changes into 0.16
Replies: 2
Views: 1146

Re: Minor 0.17 Changes into 0.16

Haha :) I really should walk before talk. Thanks :)
by PadreSperanza
Tue Jan 15, 2019 4:58 am
Forum: Ideas and Suggestions
Topic: Minor 0.17 Changes into 0.16
Replies: 2
Views: 1146

Minor 0.17 Changes into 0.16

Hey guys, hey devs, I know you all are working very hard and I really love this game but there is one thing that bothered me for the last few days. I was playing a new world of factorio and I reached blue science fast but then I have read that in 0.17 the recipes will change - somehow much more whic...
by PadreSperanza
Tue Aug 21, 2018 7:49 pm
Forum: Gameplay Help
Topic: Self reseting memory cell
Replies: 13
Views: 6958

Re: Self reseting memory cell

Well I sort this that way: on top the U38 is arriving bottom lane U35. The yellow Splitters are for sorting out 40 U35 for production and the next U35 for ongoing way (this setup is tileable). So the red bordered splitter is active for 40 items, then the yellow bordered is active for exactly 1. To m...
by PadreSperanza
Tue Aug 21, 2018 7:07 pm
Forum: Gameplay Help
Topic: Self reseting memory cell
Replies: 13
Views: 6958

Re: Self reseting memory cell

yeah that was the solution I made after my hours of work. Well I did it with modulo operator but it's like the same. But indeed I am looking for a solution to the tick-reset-problem in general
by PadreSperanza
Tue Aug 21, 2018 6:57 pm
Forum: Gameplay Help
Topic: Self reseting memory cell
Replies: 13
Views: 6958

Re: Self reseting memory cell

sounds like you are up to kovarex enrichment, correct? Could be possible :P. I want to make my own "good" design to have it complex and usefull. I like the creations shown here by others but I really love to create my own stuff and think how to make it more complex, compact and lovly with...
by PadreSperanza
Tue Aug 21, 2018 2:47 pm
Forum: Gameplay Help
Topic: Self reseting memory cell
Replies: 13
Views: 6958

Re: Self reseting memory cell

The easiest solution is to upgrade to a decider combinator memory cell. item < 80 β†’ item (input count) But why? I dont understand. I want every 41st item on another side so why item<80? And the most easiest way is to use one decider with "item % 41" and give on the condition " result...
by PadreSperanza
Tue Aug 21, 2018 2:22 pm
Forum: Gameplay Help
Topic: Self reseting memory cell
Replies: 13
Views: 6958

Self reseting memory cell

Hey guys... I have some logical problems right here. I want to count an amount of items using an inserter to bring these items on way A, after this inserter has grabbed 40 items the 41st item should be grabbed by inserter 2. After this the clock/memorycell should reset itself and go on again. This i...
by PadreSperanza
Thu Feb 01, 2018 3:54 pm
Forum: Won't fix.
Topic: [kovarex] [0.15.31] trains that run out of fuel occupy one block in front.
Replies: 5
Views: 3246

Re: [kovarex] [0.15.31] trains that run out of fuel occupy one block in front.

just asking but: For me it is like the train must reserve the track because it is placed over a chain signal. What happens when you remove the signal under the train? I mean a train in chain-signal-block must reserve all tracks in his way to the next normal signal, that's how it must work and how it...
by PadreSperanza
Mon Jan 29, 2018 9:45 am
Forum: Technical Help
Topic: UPS ingame
Replies: 4
Views: 3109

Re: UPS ingame

...UPS is basically the "inner" loop, it's how fast the actual simulation is running. This is by default 60, as the game takes 60 "turns" per second (we call them "ticks" because they tick up one by one, like a clock), where in each tick a lot of things are being calcu...
by PadreSperanza
Mon Jan 29, 2018 9:00 am
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 51039

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

However different kinds of puzzles in scenarios would be really awesome. One great example would be "fixing" partially broken bases. Like there is a base which should output 100 items/min but currently it does only 50. You should find the problem and solve it using minimal resources. yes ...
by PadreSperanza
Mon Jan 29, 2018 8:51 am
Forum: Technical Help
Topic: UPS ingame
Replies: 4
Views: 3109

Re: UPS ingame

I do not understand what you are asking, what is PS? Keybindings can be found here: https://wiki.factorio.com/Keyboard_bindings oh sorry :D I meant UPS... my keyboard is not as fast as my hands are sometimes :D thanks for the link. I knew it must be easy to set up UPS/FPS ingame but I didn't know i...
by PadreSperanza
Mon Jan 29, 2018 7:01 am
Forum: Technical Help
Topic: UPS ingame
Replies: 4
Views: 3109

UPS ingame

Hey guys, please don't throw any stones onto my head but I have two little questions: For understanding: UPS are the updates per seconds - so the calculations the game makes within 1 second, right? So now for my understanding: Is the UPS just limited by the growth of my factory (bigger factory means...
by PadreSperanza
Mon Jan 29, 2018 5:58 am
Forum: News
Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
Replies: 116
Views: 51039

Re: Friday Facts #227 - Rendering, Trees & Scenario talk

I really would love a scenario-section "mysteries". I like to solve puzzles and puzzle games. And Factorio just has the potential to crate these. What do I mean by this? Give the player an amout of items/buildings and limited ressources and a goal like 100 iron plates, an Assambling machin...
by PadreSperanza
Thu Jan 25, 2018 5:27 pm
Forum: Show your Creations
Topic: Ore splitter
Replies: 15
Views: 9457

Re: Ore splitter

true. You can split it directly at the mixed fields but then you need to have separated belts for each ore again. And this is - when I am right - what he do not want to have
by PadreSperanza
Thu Jan 25, 2018 3:06 pm
Forum: Show your Creations
Topic: Ore splitter
Replies: 15
Views: 9457

Re: Ore splitter

it just prolongs the back-up. as you said if it fills the buffer it would stop anyway. the best solution is to have a place for all the ore to go. if you are backed up, stop mining that type of ore. But you can't stop mining that ore in a mixed field. :( Would be nice to have a filter miner that yo...
by PadreSperanza
Thu Jan 25, 2018 11:19 am
Forum: Show your Creations
Topic: Ore splitter
Replies: 15
Views: 9457

Re: Ore splitter

interesting thing... maybe you should post this as a point in bug report forum? But even if this would happen, you will have problems when the backup-line gets to may iron ore until the backup is full of ore and cannot be moved in any direction. This way - in no setup - is solving the problem when t...
by PadreSperanza
Thu Jan 25, 2018 6:39 am
Forum: Show your Creations
Topic: Ore splitter
Replies: 15
Views: 9457

Re: Ore splitter

I guess that there are not possibilities to do this just with the new splitter this way. Even if they let iron ore pass the other way it would be stuck in the loop back when to many ores are not delivered the right way. You could help with additional splitters before each smart splitter to take away...
by PadreSperanza
Wed Jan 24, 2018 6:04 pm
Forum: Show your Creations
Topic: Resizable factory - plug and craft
Replies: 1
Views: 2174

Resizable factory - plug and craft

Hi guys, I don't know whether somebody else had this idea but I have played a lot and now I want to optimize everything I have with some design in it. So I was fiddling about some new designs and I landed where I am now and I want to share ist with you. I thought about a useful design for crafting s...
by PadreSperanza
Mon Jan 15, 2018 9:28 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 415341

Re: Friday Facts #225 - Bots versus belts (part 2)

I think the most useful way to "buff" belts would be to give you the possibility to have "intelligent belts and stuff". The way belts and splitters work right now is fine. Of course you cannot have the same throughput you could have with bots but you can build a second belt lane ...

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