Search found 19 matches
- Tue May 15, 2018 5:21 pm
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 14760
sticky car steering
When steering the car, can the direction be made a little sticky so that it's easier to go exactly north/south/east/west?
- Tue Dec 26, 2017 3:33 pm
- Forum: Ideas and Suggestions
- Topic: Moving laterally across a belt
- Replies: 0
- Views: 681
Moving laterally across a belt
If I'm moving left across a belt travelling up, can the behavior be changed so that I'm not nudged up when walking across? I would rather have my movement speed decreased according to how fast the belt is traveling.
- Tue Dec 26, 2017 1:46 pm
- Forum: Duplicates
- Topic: 0.16.7 belt loading issue
- Replies: 4
- Views: 1459
Re: 0.16.7 belt loading issue
Ah, I understand. Thanks for the clarification
- Tue Dec 26, 2017 3:51 am
- Forum: Duplicates
- Topic: 0.16.7 belt loading issue
- Replies: 4
- Views: 1459
Re: 0.16.7 belt loading issue
Thanks for the info. I don't understand the inner logic, but I don't understand why if we have a belt sideloading on to another, and there is an item ready to go, and a spot it can go, why doesn't it go? How large would the gap have to be before the other lane would start feeding the belt? For examp...
- Mon Dec 25, 2017 8:29 pm
- Forum: Duplicates
- Topic: 0.16.7 belt loading issue
- Replies: 4
- Views: 1459
0.16.7 belt loading issue
Attached is a sandbox savegame. I think there is a bug here... If stuff on a red belt goes through a yellow underground belt, then back out to a red belt, THEN side-loads onto half of a red belt, there is space between the items on the final right-most red belt. There are items waiting to go onto th...
- Fri Jun 16, 2017 6:00 pm
- Forum: General discussion
- Topic: Factorio 2 dev
- Replies: 37
- Views: 16735
Re: Factorio 2 dev
Wait, shouldn't Factorio2 development be automated by Factorio1?
- Sun May 28, 2017 6:13 pm
- Forum: Resolved Problems and Bugs
- Topic: 0.15.14: Game saves when selecting 'BACK'
- Replies: 1
- Views: 906
0.15.14: Game saves when selecting 'BACK'
If you hit 'save', then press 'back', the game saves. If you select a different save slot and hit Back, this overwrites that other save.
- Wed May 24, 2017 4:42 pm
- Forum: Combinator Creations
- Topic: Kovarex enrichment. Compact automatic setup.
- Replies: 12
- Views: 23228
Re: Kovarex enrichment. Compact automatic setup.
Much more compact version and eliminated redundancy: 0eNrFWG2OmzAQvYul/oMKG0h2kdoz9H+1QgScXWvBRsZETVccoAfpxXqSjiEfhJjEkOzun80mtp89M2/ejP2GVnlNS8m4QtEbYqngFYp+vqGKPfMk17+pbUlRhJiiBXIQTwr9rZYJZ3XhEj9EjYMYz+gvFOHGuboypVxJtq6faW8hsVho3tKfvTJonhwEh2GK0c7m9ss25nWxohKsOQAkkqmXgiqWuqkoVownSkjAL0UFqwXXO2vzv4...
- Wed May 24, 2017 2:05 am
- Forum: Combinator Creations
- Topic: Kovarex enrichment. Compact automatic setup.
- Replies: 12
- Views: 23228
Re: Kovarex enrichment. Compact automatic setup.
I've been working on this a bit - I have a circuit heavy design, and the layout isn't particularly compact, however I have a system that self-primes. You can lay down multiple of these in a row, set up the input U238 belt (top), input U235 belt (bottom), and it will self prime each centrifuge in tur...
- Tue May 23, 2017 8:06 pm
- Forum: Minor issues
- Topic: [Twinsen] [0.15.12] pulse belt counting too high
- Replies: 2
- Views: 1748
Re: [Twinsen] [0.15.12] pulse belt counting too high
Okay, thanks!
- Tue May 23, 2017 8:45 am
- Forum: Minor issues
- Topic: [Twinsen] [0.15.12] pulse belt counting too high
- Replies: 2
- Views: 1748
[Twinsen] [0.15.12] pulse belt counting too high
Attached is a save game. Throw the power switch. This puts 50 copper plates onto the belt. The combinator at the other end is meant to count how much copper enters the final square. Only 50 enter, but it counts 90. It has something to do with the inserter pulling from the same square that's used for...
- Mon May 22, 2017 8:14 pm
- Forum: Ideas and Suggestions
- Topic: Blueprints and planning with new inventory GUI
- Replies: 8
- Views: 4674
Re: Blueprints and planning with new inventory GUI
Yeah, I like this a lot. Being able to construct ghost buildings from inventory really helps the experienced player get through the early game with less tedium. It could also introduce new players to blueprints sooner and removes a UI obstacle that seems unnecessary (ie you can place a ghost buildin...
- Mon May 22, 2017 6:11 pm
- Forum: Combinator Creations
- Topic: Robust kovarex processing
- Replies: 3
- Views: 2279
Re: Robust kovarex processing
I'd like to work on this some more, the biggest flaw here is the initial priming is not automated and is actually a giant pain to spread the 235 around until there's enough extra that it doesn't get stuck. If there was a way to stop inserters from pre-filling the centrifuge, that would greatly help ...
- Sun May 21, 2017 8:09 pm
- Forum: Combinator Creations
- Topic: Robust kovarex processing
- Replies: 3
- Views: 2279
Re: Robust kovarex processing
Turned this into blueprint strings: Initial input+output+logic: 0eNrFmV2OozgQx+9iaV9WYQUG5+thDjFPLa1GiIDTbQ0YZExv97ZygD3IXmxPsmVIh4Q4oezumXnpFmD/qJTLVX8Xb2RXdrxRQmqyfSMir2VLtn++kVY8yqw09/Rrw8mWCM0rsiAyq8xVpzIpuiqgMSOHBRGy4C9kGx0WszNzLrUS++6Rn02kh28LAg+EFnx4f3/xmsqu2nEF5NN8/tIo3raBBgvaplY62PFSA7+pW5h...
- Sun May 21, 2017 5:29 pm
- Forum: Ideas and Suggestions
- Topic: Early-game blueprints
- Replies: 6
- Views: 5629
Re: Early-game blueprints
Ok, then my suggestion turns into "I want a way of building a ghost building with the building in my inventory, without construction robots"
- Sun May 21, 2017 4:15 pm
- Forum: Ideas and Suggestions
- Topic: Early-game blueprints
- Replies: 6
- Views: 5629
Re: Early-game blueprints
Oh neat, thanks - I found the blueprints...
When I place a blueprint it places a ghost building - is there any way to actually build the stuff without construction robots?
When I place a blueprint it places a ghost building - is there any way to actually build the stuff without construction robots?
- Sun May 21, 2017 3:46 pm
- Forum: Ideas and Suggestions
- Topic: Early-game blueprints
- Replies: 6
- Views: 5629
Early-game blueprints
I would really like to have access to blueprints earlier in the game than construction robots.
I'm totally fine with a restriction on this being that I have to have the items needed for construction to be in my inventory.
I'm totally fine with a restriction on this being that I have to have the items needed for construction to be in my inventory.
- Fri May 19, 2017 5:28 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 168896
Re: Friday Facts #191 - Gui improvements
All of these changes sound awesome and welcome.
And I guess I should go look up how to use filters
And I guess I should go look up how to use filters
- Thu May 18, 2017 2:40 pm
- Forum: Combinator Creations
- Topic: Robust kovarex processing
- Replies: 3
- Views: 2279
Robust kovarex processing
I think I have a robust Kovarex setup. Attached is my save The intention is to prime the system with U235, and provide an incoming belt of U238. The logic setup extracts 1 U235 per 41 output, and injects 3 U238 per 2 output. The only clever bit here is using modulus to keep a rolling count of output...