Search found 73 matches
- Mon Jan 08, 2018 6:29 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 357311
Re: Friday Facts #224 - Bots versus belts
TL;DR Nerf logistic bots but don't remove them. Leave construction bots. Don't make faster belts. Optimise performance for higher belt usage. I only use logistics bots for reasonable automation eg. fueling trains and supplying player with items. That seems reasonable and convinient. However using hu...
- Sun Jan 07, 2018 3:25 pm
- Forum: Gameplay Help
- Topic: One counter for multiple signals
- Replies: 2
- Views: 1061
Re: One counter for multiple signals
Thanks! I made it and also added reset signal. Here's the blueprint: 0eNq9VtuOmzAQ/ZXIjxVUQEiyQat96w/0tVohA5ONJTBobNJGEf/eMc7mSnZNsu1LInvGx8dzfMbsWFa20KCQmiU7JvJaKpb82jEl3iQvzZzeNsASJjRUzGOSV2akkUvV1Kj9DErNOo8JWcAfloTdq8dAaqEFWKR+sE1lW2WAlHDA4Cj0ugItcj+vq0xIrmukLZpa0epams0JMfDYliV+9H1GuxQCIbfB2GPEVm...
- Sun Dec 31, 2017 2:57 pm
- Forum: Combinator Creations
- Topic: Rainbow belt w/o inserters
- Replies: 9
- Views: 8198
Re: Rainbow belt w/o inserters
And yet another version with lane balancing and calibrated so that it will push 4 items at a time. The science type distribution on belt should be equal. https://i.imgur.com/eQxr5vH.png 0eNrtXd1u47YSfpVC13YhkuKPgp7zDAcHvWpRBLKtbITKsiHJ27oLv3slO1k7Mil+w9jZJPDNbmxZn4ac/+GQ+hbNyk2+rouqje6+RcV8VTXR3e/fo...
- Sun Dec 31, 2017 11:24 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 301484
Re: Thank you (Make the dev-team happy today!)
I have this scale that I use for rating games: terrible - like Universal Combat CE, X:Rebirth average - like PUBG, H1Z1 good - like Armored Warfare, CS:GO, World of Warships, World of Tanks great - like This War of Mine, Space Engineers, Fallout 3 & 4, The Long Dark, Besiege EPIC - like Skyrim, ...
- Sun Dec 31, 2017 2:07 am
- Forum: Combinator Creations
- Topic: Rainbow belt w/o inserters
- Replies: 9
- Views: 8198
Re: Rainbow belt w/o inserters [WIP]
Hello again, I've managed to get the thing going as planned. It's not super pretty but it works as expected. You will find video here and blueprint below. It's setup so that it will ensure 12 red, 10 green, 8 blue ... science packs on the belt. Let me know if you have any ideas for upgrade. https://...
- Sat Dec 30, 2017 10:59 pm
- Forum: Gameplay Help
- Topic: One counter for multiple signals
- Replies: 2
- Views: 1061
One counter for multiple signals
Hi,
I was wondering if it's possible to have one combinator acting as a counter of different belt items? Let's say you have red and green science on belt and you want to have two signals one showing number of red science and the other for green science.
I was wondering if it's possible to have one combinator acting as a counter of different belt items? Let's say you have red and green science on belt and you want to have two signals one showing number of red science and the other for green science.
- Sat Dec 30, 2017 10:53 pm
- Forum: Releases
- Topic: Version 0.16.11
- Replies: 10
- Views: 12167
Re: Version 0.16.11
I just admire your dedication
- Sat Dec 30, 2017 6:18 pm
- Forum: Combinator Creations
- Topic: Rainbow belt w/o inserters
- Replies: 9
- Views: 8198
Rainbow belt w/o inserters
Hello, I wanted to have a rainbow belt but couldn't find any blueprint that would fit my needs so here is my attempt to build one. It's very much work in progress but basic concept works. Objective Player able to set number of items of each type on the belt Belt should be able to accept 6 science pa...
- Sat Dec 30, 2017 5:07 pm
- Forum: Gameplay Help
- Topic: Circuit network - pulse transmission
- Replies: 3
- Views: 2416
Re: Circuit network - pulse transmission
Thank you so much! That was exactly what I was aiming for but couldn't figure it out.aaargha wrote:Alternatively you could use something like
- Sat Dec 30, 2017 12:02 pm
- Forum: Gameplay Help
- Topic: Circuit network - pulse transmission
- Replies: 3
- Views: 2416
Circuit network - pulse transmission
Hello, I need some help with my circuit. At the moment bottom Decider outputs an impulse signal with total number of red science that is on the belt. Barrel acts as a reset impulse (signal-black). Right combinator is acting as inverter. Top left combinator is a counter. 0eNrNltuOmzAQht/FlxVUmOwmG6R9...
- Sat Dec 30, 2017 12:59 am
- Forum: Ideas and Suggestions
- Topic: Logic gates
- Replies: 6
- Views: 8725
Re: Logic gates
I'd say it's part of the gameplay having to figure out how to make things happen using the current building blocks. You could also use logic gates without combinators you just have to figure them out... But the point is to have basic building blocks like logic gates simple so that you can spend mor...
- Sat Dec 30, 2017 12:22 am
- Forum: Ideas and Suggestions
- Topic: Logic gates
- Replies: 6
- Views: 8725
Re: Logic gates
With regards to current AND, OR, XOR gates inside Arithmetic Combinator it just feels wrong that you have to place powered 2x1 combinator with 4 sockets to perform simple logic operation. Why? The second output is perhaps unconventional, but they carry the same signal anyway. I think it makes sense...
- Fri Dec 29, 2017 6:07 pm
- Forum: Ideas and Suggestions
- Topic: Logic gates
- Replies: 6
- Views: 8725
Logic gates
I know that similar suggestions were made but I think they lack some explanation. TL;DR Please add all common logic gates (NOT, AND, OR, NAND, XOR, NOR) in form of 1x1 box prefarably using the same sprite as constant combinator to significantly improve players' experience with circuit networks. What...