Search found 337 matches
- Fri Dec 15, 2023 1:08 pm
- Forum: News
- Topic: Friday Facts #389 - Train control improvements
- Replies: 151
- Views: 33329
Re: Friday Facts #389 - Train control improvements
Someone on Reddit suggested a condition that would test against remaining fuel Mj. This way you don't need to test for low specific fuel type(s). If fuel Mj is low, go refuel. If you change fuel type in the refueling station later on, the train doesn't even need to know.
- Fri Sep 01, 2023 3:37 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 210
- Views: 53710
- Fri Sep 01, 2023 3:31 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 210
- Views: 53710
Re: Friday Facts #374 - Smarter robots
With this new feature, we can set all the roboports near our resupply point to always have 100 logistic robots available. Once we arrive, our needs are serviced in record time, and afterwards you can see robots arriving to get the roboport back up to 100. In the example animation, it seemed the rob...
- Fri Jun 16, 2017 12:37 am
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 129247
Re: Splitter not working properly
You've gone too far!
- Sat May 06, 2017 9:31 pm
- Forum: Duplicates
- Topic: 0.15.9 Crash to desktop during MP
- Replies: 1
- Views: 927
0.15.9 Crash to desktop during MP
Attaching the factorio-current.log as instructed. Thanks.
- Wed Apr 26, 2017 5:06 pm
- Forum: Show your Creations
- Topic: Liquid sorting
- Replies: 10
- Views: 8544
Re: Liquid sorting
Would the pumps outputting directly into a tank get the same result? So you wouldn't even need pipe from the center point to the tanks, just have the pumps go right to the tanks and not draw from the tank unless it has over some minimum amount to be sure it never runs empty (and gets wrong fluid). A...
- Wed Apr 26, 2017 4:42 pm
- Forum: Not a bug
- Topic: [0.12.34] Liquid pushing is failed
- Replies: 6
- Views: 3186
Re: [0.12.34] Liquid pushing is failed
Anyone know if this is fixed in 0.15 from the changes to fluids?
- Fri Feb 03, 2017 8:14 pm
- Forum: News
- Topic: Friday Facts #176 - Belts optimization for 0.15
- Replies: 101
- Views: 50822
Re: Friday Facts #176 - Belts optimization for 0.15
nou_spiro on Reddit pointed this out: Hmm actually 0xFFFF seems invalid accordig to RFC1624 Since there is guaranteed to be at least one non-zero field in the IP header, and the checksum field in the protocol header is the complement of the sum, the checksum field can never contain ~(+0), which is -...
- Mon Jan 16, 2017 3:42 am
- Forum: Combinator Creations
- Topic: 0.13 Rainbow Belts and other madness
- Replies: 55
- Views: 39365
Re: 0.13 Rainbow Belts and other madness
You just need to keep belt under certain capacity. Use some logic to stop all inputs once the belt is full enough. Couldn't get this one to work though, without significant (and therefore probably unintended) amount of complexity. The question's answered though :) If you want to see some old school...
- Mon Dec 26, 2016 5:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] MP multiple languages, some chat is invisible
- Replies: 2
- Views: 1770
[0.14.21] MP multiple languages, some chat is invisible
Was playing MP on a European server today and the oddest thing was happening. When the Russian players would speak English we could all see it, but when they speak Russian (I assume using a Russian character set?) their chat messages were just empty spaces although you could still see punctuation ma...
- Fri Dec 16, 2016 6:10 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 69977
Re: Friday Facts #169 - Combat revisit 2
An idea I saw on reddit would be if turrets don't fire at spawners/bases/buildings. Then you still have to kill the bases yourself even if you creep to protect yourself from the actual enemy units.
- Sun Dec 04, 2016 1:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.21] Sendto failed Requested address not valid
- Replies: 4
- Views: 7143
[0.14.21] Sendto failed Requested address not valid
I find if I use the in-game server browser and just sort by players and then quickly join a server, I don't have any issues. However if I sort by players, then sort by time, and click on multiple servers to glance at the players list... it's pretty likely when I finally do click Connect I'll get an ...
- Fri Nov 11, 2016 8:54 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 117038
Re: Friday Facts #164 - Nuclear power
In terms of storing heat in an item, it reminds me of a chemical heating pad my mother had years ago. You'd boil it to "melt" the inside back into a liquid and store it. When you need the heat, you click a little catalyst/metal thing inside the pad and it starts a chemical reaction that co...
- Thu Nov 10, 2016 10:51 pm
- Forum: Ideas and Suggestions
- Topic: v14: Show latency as frames + ms
- Replies: 3
- Views: 2821
Re: v14: Show latency as frames + ms
If this won't make it into v14 I hope you'll consider it for v15.
- Wed Oct 26, 2016 2:51 am
- Forum: Not a bug
- Topic: [Twinsen] Circuit Network, Anything Vs Everything
- Replies: 16
- Views: 7549
Re: Circuit Network, Anything Vs Everything
What a fantastic explanation.Vin wrote:In my experience, Everything > 10 evaluates more like Nothing < 11.roy7 wrote:Why is "Everything > 10" True when the chest is empty? Granted this helps make smart train loading easier... but it feels like a bug to me.
- Tue Oct 25, 2016 10:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.14] Label "SP pauses when res. compl." is missleading
- Replies: 6
- Views: 2721
Re: [0.14.14] Label "SP pauses when res. compl." is missleading
Perhaps just "Open Research after completion".
- Tue Oct 25, 2016 7:36 pm
- Forum: Not a bug
- Topic: [Twinsen] Circuit Network, Anything Vs Everything
- Replies: 16
- Views: 7549
Re: Circuit Network, Anything Vs Everything
I refined and simplified my test case to avoid confusion. Wire a chest to two lights. Set one light to "Everything > 10" and the other light to "Anything > 10". http://puu.sh/rVoab/2f13da1c0d.jpg http://puu.sh/rVobt/5ff333ba27.jpg (I just learned "Everything" means &quo...
- Tue Oct 25, 2016 4:05 pm
- Forum: Not a bug
- Topic: [Twinsen] Circuit Network, Anything Vs Everything
- Replies: 16
- Views: 7549
Re: Circuit Network, Anything Vs Everything
I guess no signal counts as less than 0, because the design as demonstrated works fine as-is, but only with the "everything < 0" test. So perhaps "everything < 0" being true when there's no input is in fact a bug? Or maybe a hidden feature. Ultimately it felt odd to me "ever...
- Tue Oct 25, 2016 1:45 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.14] Label "SP pauses when res. compl." is missleading
- Replies: 6
- Views: 2721
Re: [0.14.14] Label "SP pauses when res. compl." is missleading
PS: An option to "prevent the game from pausing when opening the research window" whould be great as well tho ;) The work around for that is just load your game as multiplayer instead of single player. :) Set a password or run it hidden if you don't want anyone joining you, but then resea...
- Tue Oct 25, 2016 1:36 am
- Forum: Not a bug
- Topic: [Twinsen] Circuit Network, Anything Vs Everything
- Replies: 16
- Views: 7549
Re: Circuit Network, Anything Vs Everything
Sure. We have a train loading setup with 24 chests. Using the "each" condition in the Combinator divided by -24: http://puu.sh/rUAmu/9eeb93a5ed.jpg The inserters are wired to the combinator and the chest, with "Everything < 0", so they only fill if their chest is below the averag...