Search found 97 matches
- Tue Oct 20, 2015 4:22 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58006
Re: Combinator Contraptions
Unfortunately, it doesn't work perfectly. It doesn't work when the output is clogged - the train won't unload even though there's plenty of space. It also continues counting needlessly when the train isn't unloading. It also doesn't have the "wait for train to arrive" part, unless I'm miss...
- Mon Oct 19, 2015 10:54 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58006
Re: Combinator Contraptions
That's basically what I have now, only slower and bulkier. I was hoping to streamline it and/or make it faster. Yes, that's essentially what I want. An interesting twist, however, is that the "are chests being filled" part has to wait for signal A to be high (coming from a train detector) ...
- Mon Oct 19, 2015 10:49 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 138999
Re: Version 0.12.0
Ah. Difference of opinion. You consider the previous game speed too slow. I did not - if anything I found it was too fast (there are entire tech branches that are basically irrelevant, because by the time you get there you're done the game. Case in point: even blue belts are generally irrelevant, as...
- Mon Oct 19, 2015 3:49 pm
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58006
Re: Combinator Contraptions
I saw the smart mining drill, but it doesn't do what you think it does: Together, this setup outputs a green signal when the box has remained empty for more than 5 seconds (aka both drills are dry). I want an output indicating when the number of items is increasing. And yes, this is part of a smart ...
- Sun Oct 18, 2015 8:38 pm
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 50805
Re: Friday Facts #108 - Unexpected Features
One thing that came to mind after seeing the "Blueprint Book" was, if you could implement a "Repair Bag" or something alike, where all items go to that you pick up and are damaged, since those cannot (atm) be stacked in an inventory and it is a bit frustrating that "damaged...
- Sun Oct 18, 2015 4:29 pm
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 50805
Re: Friday Facts #108 - Unexpected Features
It's... complicated: 6.5 Expressions 943 The grouping of operators and operands is indicated by the syntax.72) 951 72) The syntax specifies the precedence of operators in the evaluation of an expression, which is the same as the order of the major subclauses of this subclause, highest precedence fir...
- Sun Oct 18, 2015 3:34 pm
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 50805
Re: Friday Facts #108 - Unexpected Features
Guess what optimizing compilers do? The may change the order of operations if you don't explicitly forbid that. In which case the compiler is buggy. I quote: 5.1.2.3 Program execution [#1] The semantic descriptions in this International Standard describe the behavior of an abstract machine in which...
- Sun Oct 18, 2015 1:01 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 138999
Re: Version 0.12.0
The difference is one of, for lack of a better term, gratification. With the old belt mechanics, there was a nice curve of diminishing returns. You could get fairly good (either throughput or compactness) relatively easily, and/but to squeeze out that last little bit you had to use interesting/odd t...
- Sun Oct 18, 2015 3:20 am
- Forum: Technical Help
- Topic: Wierd artificial error's.
- Replies: 11
- Views: 13676
Re: Wierd artificial error's.
Yes, you can do some nice tricks in compact setups with the old belts. But if you try to build something big, you will cry when the inefficient belts drop your FPS drops to 20. Except the the belt optimizations (not treating entities on belts as proper entities, fixed-point, etc) are things that yo...
- Sat Oct 17, 2015 5:34 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 226489
Re: [MOD 0.12.x] Autofill
You'll get that if you attempt to use a mod designed for an older version of Factorio with the newest version.
Either downgrade Factorio or wait for the mod to update, or attempt to upgrade it yourself, or see if there is an unofficial update.
Either downgrade Factorio or wait for the mod to update, or attempt to upgrade it yourself, or see if there is an unofficial update.
- Sat Oct 17, 2015 3:02 pm
- Forum: Technical Help
- Topic: Wierd artificial error's.
- Replies: 11
- Views: 13676
Re: Wierd artificial error's.
For instance:
(This is a trivial example. But the concept of an inserter being able to grab >2 items can be very useful in many cases.)
Or this:
Just look at some of the compact science factories that people produced.
(This is a trivial example. But the concept of an inserter being able to grab >2 items can be very useful in many cases.)
Or this:
Just look at some of the compact science factories that people produced.
- Sat Oct 17, 2015 2:20 pm
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 50805
Re: Friday Facts #108 - Unexpected Features
Yes, although I'd kind of prefer multiple sprites to a single sprite in general.Zeblote wrote:Maybe the smoke sprites themselves are just white and it's possible to re-color them for different things? That'd be fantastic.
- Sat Oct 17, 2015 2:19 pm
- Forum: Wiki Talk
- Topic: If you want to work on the wiki you need an account
- Replies: 42
- Views: 39302
Re: If you want to work on the wiki you need an account
So the personal biography section is optional, then? If so, it should be explicit about it.Zeblote wrote:Looks like the bs has been fixed. Now the form just wants your email.
- Sat Oct 17, 2015 2:10 pm
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 138999
Re: Version 0.12.0
I didn't really want to post this before doing a playthrough in 0.12. Now that I have: consider my voice added to those who dislike the 0.12 belt mechanics. For me, it changes belts from interesting to bland. There are a lot of interesting things that you can no longer do. (It also makes no logical ...
- Sat Oct 17, 2015 1:47 pm
- Forum: Wiki Talk
- Topic: If you want to work on the wiki you need an account
- Replies: 42
- Views: 39302
Re: If you want to work on the wiki you need an account
For the record, this is why I haven't contributed to the wiki. Personally, I do not see why I should have to publish personal information for the privilege of spending my time helping a for-profit company.
- Sat Oct 17, 2015 1:16 pm
- Forum: News
- Topic: Friday Facts #108 - Unexpected Features
- Replies: 74
- Views: 50805
Re: Friday Facts #108 - Unexpected Features
I don't like that smoke. Or rather, I should qualify. For anything that either is actually putting out steam (steam engines, for instance), or burns relatively clean, it works. But having white smoke coming out of a burner inserter burning coal? That makes no sense. To me, it changes the atmosphere ...
- Sat Oct 17, 2015 1:02 pm
- Forum: Technical Help
- Topic: Wierd artificial error's.
- Replies: 11
- Views: 13676
Re: Wierd artificial error's.
I (much) prefer the older belt mechanics, for instance.Zeblote wrote:Why would someone still play 0.11 when 0.12 came out months ago?
- Sat Oct 17, 2015 12:59 am
- Forum: Combinator Creations
- Topic: Combinator Contraptions
- Replies: 52
- Views: 58006
Re: Combinator Contraptions
I want a line that is "on" (for some definition of on") for the entire time items are being added to a chest, and off otherwise.
- Sat Oct 17, 2015 12:57 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299856
Re: [MOD 0.12.11] SmartTrains 0.3.69
How about a signal that can be hooked up to the circuit network outputting it's state? depending on where you place it, the state would/could have different meanings, if you place a bunch of them it would even tell you how many trains are waiting. That would be wonderful. Seems like another special...
- Thu Oct 15, 2015 11:29 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 299856
Re: [MOD 0.12.2+] SmartTrains 0.3.68
I'm playing linear Factorio, with just enough height to have a proper train loop, but no more. As such, I have 1 train loop that all my trains run on, with parallel tracks for stations. As such, I need to keep the main loop as uncongested as possible. This poses problems when I have multiple trains ...