Search found 19 matches

by mnicolella
Tue May 15, 2018 5:21 pm
Forum: Ideas and Suggestions
Topic: Car aligns to cardinal directions
Replies: 32
Views: 12955

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?
by mnicolella
Tue Dec 26, 2017 3:33 pm
Forum: Ideas and Suggestions
Topic: Moving laterally across a belt
Replies: 0
Views: 570

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.
by mnicolella
Tue Dec 26, 2017 1:46 pm
Forum: Duplicates
Topic: 0.16.7 belt loading issue
Replies: 4
Views: 1234

Re: 0.16.7 belt loading issue

Ah, I understand. Thanks for the clarification
by mnicolella
Tue Dec 26, 2017 3:51 am
Forum: Duplicates
Topic: 0.16.7 belt loading issue
Replies: 4
Views: 1234

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...
by mnicolella
Mon Dec 25, 2017 8:29 pm
Forum: Duplicates
Topic: 0.16.7 belt loading issue
Replies: 4
Views: 1234

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...
by mnicolella
Fri Jun 16, 2017 6:00 pm
Forum: General discussion
Topic: Factorio 2 dev
Replies: 37
Views: 14967

Re: Factorio 2 dev

Wait, shouldn't Factorio2 development be automated by Factorio1?
by mnicolella
Sun May 28, 2017 6:13 pm
Forum: Resolved Problems and Bugs
Topic: 0.15.14: Game saves when selecting 'BACK'
Replies: 1
Views: 787

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.
by mnicolella
Wed May 24, 2017 4:42 pm
Forum: Combinator Creations
Topic: Kovarex enrichment. Compact automatic setup.
Replies: 12
Views: 21158

Re: Kovarex enrichment. Compact automatic setup.

Much more compact version and eliminated redundancy: 0eNrFWG2OmzAQvYul/oMKG0h2kdoz9H+1QgScXWvBRsZETVccoAfpxXqSjiEfhJjEkOzun80mtp89M2/ejP2GVnlNS8m4QtEbYqngFYp+vqGKPfMk17+pbUlRhJiiBXIQTwr9rZYJZ3XhEj9EjYMYz+gvFOHGuboypVxJtq6faW8hsVho3tKfvTJonhwEh2GK0c7m9ss25nWxohKsOQAkkqmXgiqWuqkoVownSkjAL0UFqwXXO2vzv4...
by mnicolella
Wed May 24, 2017 2:05 am
Forum: Combinator Creations
Topic: Kovarex enrichment. Compact automatic setup.
Replies: 12
Views: 21158

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...
by mnicolella
Tue May 23, 2017 8:45 am
Forum: Minor issues
Topic: [Twinsen] [0.15.12] pulse belt counting too high
Replies: 2
Views: 1538

[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...
by mnicolella
Mon May 22, 2017 8:14 pm
Forum: Ideas and Suggestions
Topic: Blueprints and planning with new inventory GUI
Replies: 8
Views: 4086

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...
by mnicolella
Mon May 22, 2017 6:11 pm
Forum: Combinator Creations
Topic: Robust kovarex processing
Replies: 3
Views: 2058

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 ...
by mnicolella
Sun May 21, 2017 8:09 pm
Forum: Combinator Creations
Topic: Robust kovarex processing
Replies: 3
Views: 2058

Re: Robust kovarex processing

Turned this into blueprint strings: Initial input+output+logic: 0eNrFmV2OozgQx+9iaV9WYQUG5+thDjFPLa1GiIDTbQ0YZExv97ZygD3IXmxPsmVIh4Q4oezumXnpFmD/qJTLVX8Xb2RXdrxRQmqyfSMir2VLtn++kVY8yqw09/Rrw8mWCM0rsiAyq8xVpzIpuiqgMSOHBRGy4C9kGx0WszNzLrUS++6Rn02kh28LAg+EFnx4f3/xmsqu2nEF5NN8/tIo3raBBgvaplY62PFSA7+pW5h...
by mnicolella
Sun May 21, 2017 5:29 pm
Forum: Ideas and Suggestions
Topic: Early-game blueprints
Replies: 6
Views: 5108

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"
by mnicolella
Sun May 21, 2017 4:15 pm
Forum: Ideas and Suggestions
Topic: Early-game blueprints
Replies: 6
Views: 5108

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?
by mnicolella
Sun May 21, 2017 3:46 pm
Forum: Ideas and Suggestions
Topic: Early-game blueprints
Replies: 6
Views: 5108

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.
by mnicolella
Fri May 19, 2017 5:28 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146917

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 :shock:
by mnicolella
Thu May 18, 2017 2:40 pm
Forum: Combinator Creations
Topic: Robust kovarex processing
Replies: 3
Views: 2058

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...

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