Search found 53 matches
- Fri Jan 24, 2020 5:29 pm
- Forum: Combinator Creations
- Topic: Simple 3-combinator memory cell - handles bursts+negatives
- Replies: 5
- Views: 25307
Re: Simple 3-combinator memory cell - handles bursts+negatives
The case I was using this for is the cell only accepting values that are bigger than the already saved value and forwarding the value. But never accepting values lower than the stored one. I tried some different approaches but never got a satisfying result. I think a (this) cell would be my best sho...
- Fri Mar 15, 2019 8:48 am
- Forum: F.A.R.L
- Topic: Configuration & usage
- Replies: 112
- Views: 145205
Re: Configuration & usage
I'm using F.A.R.L. since my early Factorio days. I know how to lay Solar farms and bot-based factory strips with it. So i thought I know my way around. Right now, I think my F.A.R.L. got a little confused. As you do, I was loading the blueprint for 4L (two in same direction on one side of the pole) ...
- Fri Sep 21, 2018 6:27 pm
- Forum: News
- Topic: Friday Facts #261 - Performance + New player interaction
- Replies: 94
- Views: 44581
Re: Friday Facts #261 - Performance + New player interaction
I'm using a UWQHD. I have this screen for a reason: > no. endless. scrolling. Extremely convenient in text writing/editing! I'd appreciate having the width scale automatically to the max possible. Thanks! Oh, and... The windows power state options are rather intriguing, have been playing around with...
- Sun Jul 08, 2018 7:32 am
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 61494
Re: Friday Facts #250 - Dead end conclusion
First of all, yet another great addition to come. At least as a concept. It definitely needs some thinking. A lot of good ideas already have been given by the community. But especially two are very concerning to me! The blueprint library button will be disabled until bots are researched[...] What th...
- Mon Jun 11, 2018 9:09 am
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 67814
Re: Friday Facts #246 - The GUI update (Part 3)
OH MY GOD! I'm so excited! The GUI looks amazing with the 'directional flowing buttons'! I got to admit... I let the game rest for quite some time. I even stopped(!!) reading the FFF. And all this while wearing my Factorio T-shirt... Right now? I'm hyped. I'm sooooo hyped. The dark grey, the nice s...
- Sat Apr 14, 2018 2:26 am
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 61270
Re: Friday Facts #238 - The GUI update (Part II)
This new design looks amazing! it's so pleasing to the eye. The colors clearly say what is what and the intensity and vibrant look adds so mutch to the research GUI. Also the descriptions are way better now. Man... sometimes with those updates... I remeber the old days. I would say all in all Factor...
- Sat Oct 14, 2017 1:01 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 69965
Re: Friday Facts #212 - The GUI update (Part 1)
I really like the way the GUI is developing. The preview looks promising!!! As you rework the looks anyways, can we request also additions? I got one on my mind I'd really love to see. I'd like to be able to view the content of the wagons in an additional tab on the train screen. like the fuel-tab a...
- Sat Oct 14, 2017 12:33 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Compression Chests: virtually unlimited storage
- Replies: 93
- Views: 96586
Re: [MOD 0.12.x] Compression Chests: virtually unlimited storage
Yes I know this thread is over 3 month old still I would like to push it. Can we please have a port to .15 and as it is almost 'round the corner one for .16, too? I used this mod a lot with other mods, pre-mining ores and taping the box when I need additional ores. Also a great storage for wood. Ple...
- Wed Jun 28, 2017 7:13 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 171428
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
@gecko: now it's ok Thanks a lot! I feel kind of guilty that you had to address me in person so I would recognize... Well, here is my next problem. I already invested 2h (it was actual 2 hours, not figurative ones) to figure out the balancing of the problem pictured below. Technically I know where ...
- Thu Jun 08, 2017 6:10 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 171428
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
It looks like a bug. [...] I found a little work around to calculate what you need. [...] Thanks! Appreciate that! Though, it seems unnecessary complicated. I was thinking about this approach not saying I tried it (couldn't be bothered). I guess it works best if you open up a new page for the produ...
- Wed Jun 07, 2017 10:26 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 171428
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
This balancing thing always gets me.... Take a look at the picture, dear Helfima. At blue (1) I tried to balance my lube production with what 8 refineries with adv. oil cracking. It's 48 heavy what i get. As lube to heavy is 1:1 i get 48 lube as output. Step 1 done! At red (2) there are left overs f...
- Wed Jun 07, 2017 10:05 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 171428
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
Is there any way to start from an input instead of an output? Say, as an example, I have 100 crude/s. I want to know how many red chips I can make with that, and what other raw materials I'll need. There is now way to do that right now. You have to balance your red chips production (or rather the p...
- Fri Jun 02, 2017 6:48 am
- Forum: Energy Production
- Topic: [0.15] SolarFarm -> perfect ratio + tileable + robo port
- Replies: 5
- Views: 6167
Re: [0.15] SolarFarm -> perfect ratio + tileable + robo port
With your 14 substations, you could cover 14x18x18=4536 tiles. Your blueprint contains 196 solar panels (9 tiles) + 165 accus (4 tiles) + 14 substations (4 tiles) + one roboport (9 tiles). Total : 2489 (I purposefully didn't count the big power pole) You have too many substations for the area you'r...
- Fri Jun 02, 2017 6:31 am
- Forum: Energy Production
- Topic: [0.15] SolarFarm -> perfect ratio + tileable + robo port
- Replies: 5
- Views: 6167
Re: [0.15] SolarFarm -> perfect ratio + tileable + robo port
Fair enough, I will adopt accordingly.DaveMcW wrote:The traditional way to calculate space efficiency is to ignore anything that is not a solar panel or accumulator.
- Thu Jun 01, 2017 11:01 am
- Forum: Energy Production
- Topic: [0.15] SolarFarm -> perfect ratio + tileable + robo port
- Replies: 5
- Views: 6167
[0.15] SolarFarm -> perfect ratio + tileable + robo port
Hi guys, after some fiddling I want to show of my design for a Solar Farm for version 0.15.X. Although solar might be out of date because of the recent addition of Nuclear Power to the game, for sure there are some people out there still using solar for remote mining (like me) or early replacement o...
- Wed May 31, 2017 10:24 pm
- Forum: Gameplay Help
- Topic: 0.15 - solar panels & accumulators
- Replies: 34
- Views: 35601
Re: 0.15 - solar panels & accumulators
As I got annoyed by the fact that I had to place all the solar panels on my own, I tried to design a solar farm with robo-port integration. Here is what I came up with. For sure not optimal space use and also not hitting the ratio (0.86 instead of 0.84) but quite good for a start. Please go ahead an...
- Wed May 24, 2017 5:31 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 171428
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
Hi, it's me again. Yes, I'm still using your mod, yes I still think it's awesome and yes I still don't get it! (*disturbed silence* ... "HEY! Who said that?") Anyways, can you, good Sir Helfima, please help me out here: At the orange circles (1): Why do I (and can I) add the miners when th...
- Wed May 24, 2017 1:01 pm
- Forum: Gameplay Help
- Topic: 0.15 - solar panels & accumulators
- Replies: 34
- Views: 35601
Re: 0.15 - solar panels & accumulators
After not so long of a fiddling, IMHO this is a fair solution. Without the robo-port integration but two robo-ports in your power armor (one is not enough as shown), you can comfortably walk next to the blueprint and all tiles will be reached. Replace one accumulator near the edge with a big pole an...
- Fri Apr 21, 2017 5:44 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 155718
Re: Friday Facts #187 - Space science & 0.15 graphics
O H M Y G O D I am so excited!! I only launched a rocket once and it was without the satellite... you know, you should always bring a towel ;) Starting a new map always gets me emotional. I still remember around three years ago... starting up a map without knowing anything... and getting crushed by...
- Sun Dec 25, 2016 10:01 am
- Forum: Mods
- Topic: [MOD 0.12.26] Laser Beam Turret
- Replies: 99
- Views: 60195
Re: [MOD 0.12.26] Laser Beam Turret
I'm using the endless research mod on vanilla, for turret damage I'm at lvl 12 and the turrets are still red
I guess bob's turrets come with other colors...
I guess bob's turrets come with other colors...