Search found 15 matches
- Tue Jun 16, 2020 7:33 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 83154
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Such designs weren‘t possible when fluid mixing was a thing. It just bricked your pipe network. The backup input should be something achieveable with a little more sophisticated contraption. Though funktional fluid mixing would have some use for flamethrower turrets, in most other entities it would...
- Tue Jun 16, 2020 7:19 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 83154
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Wich dosen‘t answer the question. Why reintroducing a potentially troublesome feature into base game a few weeks before launch, when fluid mixing is already modded in . The feature is not troublesome gamewise, on the contrary. It can be for player, but once again I do not ask for this to be reintro...
- Mon Jun 15, 2020 8:44 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 83154
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
What would be the benefit for Vanilla , exactly? The relevant edge cases where mixing prevention is limiting are, with the flush feature, taken care off. I hope you do realize your statement makes no sense in a game like Factorio. That's not because you can't imagine a limitation it does not exists...
- Mon Jun 15, 2020 7:23 pm
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 83154
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I have to say I'm disapointed with the fluid mixing. From the day it became forbidden I hoped for a temporary measure as it was indeed often a hindrance to the player putting one pipe on the wrong tile and having to spend a lot of time to fix the mistake. However I liked to be able to use one pipe /...
- Mon Jul 30, 2018 1:43 pm
- Forum: General discussion
- Topic: Assign values to signal
- Replies: 2
- Views: 1580
Re: Assign values to signal
Ok, it's definitively way more complicated than this but you gave me a shove in the right direction ! Thank you ! https://steamuserimages-a.akamaihd.net/ugc/976604071426260080/C02AD98FF8D2C9F5235238F0BE1CAC1D85C0658E/ Now I have all the blue values assigned to the signal set, each value being "...
- Sun Jul 29, 2018 11:49 am
- Forum: General discussion
- Topic: Assign values to signal
- Replies: 2
- Views: 1580
Assign values to signal
Hello everyone, I have a small problem to submit to you : I have a blue signal wich takes values through a loop (101, next tick 102, next tick 105 and so on) I have a predetermined signal set (let's say signal 0 to 9) which all are equal to 1. My goal is to assign each different value of the blue si...
- Wed Jun 27, 2018 7:45 pm
- Forum: Gameplay Help
- Topic: split signals
- Replies: 4
- Views: 3645
split signals
Hello, I have a little issue with my logic network. Short summary : there's a command center where I setup my needs using constant emitters. Each item has an ID and an area. So for exemple : - copper wire | 101 | 1 - iron gear | 102 | 1 Then each signal is sent through a multiplexed network, and in ...
- Wed Jun 20, 2018 5:32 pm
- Forum: Gameplay Help
- Topic: [solved] blueprints issue
- Replies: 3
- Views: 2231
Re: blueprints issue
OK, I sorted it out. My issue was about game tick understanding... I can be pretty dull at times. The inserter solution works very well... Inserter is plug in the global network and setup like this : pick at tick 101, continuous read content, put back item in chest I though I should setup read and c...
- Wed Jun 20, 2018 3:11 pm
- Forum: Gameplay Help
- Topic: [solved] blueprints issue
- Replies: 3
- Views: 2231
Re: blueprints issue
Cause there will be several hundreds of blueprints in it and keeping track of the order will be painfully boring. I'm playing with inserter right now but it does not appear to lead anywhere (there seems to be a slight delay between the read input and the copy, event though both of them are plugged o...
- Mon Jun 18, 2018 8:28 am
- Forum: General discussion
- Topic: Logistic Network Research
- Replies: 37
- Views: 14314
Re: Logistic Network Research
Robots solve any and all logistics problems. They "solve" the game, so to get them you have to first beat the game. This is what bots turn your game into. https://i.imgur.com/jv0hQ6f.png There's no challenge building with bots at this level. Completely game breaking. I have to disagree a ...
- Mon Jun 18, 2018 8:14 am
- Forum: Gameplay Help
- Topic: [solved] blueprints issue
- Replies: 3
- Views: 2231
[solved] blueprints issue
Hello, I'm trying to achieve a fully automated factory. I have to specify my game is heavily modded (bob, angel, recursive blueprints, etc...). For this I have a "control center" in which I define the item I want to be craft, the needed materials to craft it, the area I want it to be craft...
- Thu Jun 14, 2018 7:34 pm
- Forum: Gameplay Help
- Topic: [solved] multiply 2 networks (or other solution)
- Replies: 2
- Views: 1407
Re: multiply 2 networks (or other solution)
Fun fact : I posted after 3 days and maybe 6 or 7 hours of thinking and tries without finding a solution. Ten minutes after posting genius strikes, some reverse thinking and I came up with a working, simple solution, very close (if a bit simplier, but that's because I use the result from previous op...
- Thu Jun 14, 2018 6:13 pm
- Forum: Gameplay Help
- Topic: [solved] multiply 2 networks (or other solution)
- Replies: 2
- Views: 1407
[solved] multiply 2 networks (or other solution)
I have a fairly complex logic network I'm trying to push even further to play with recursive blueprints. But I'im hitting a wall right now.... Here's my issue : I have a central command where I define all items I want to craft. The definition of an item consist of : -an ID -a number (corresponding t...
- Thu Feb 22, 2018 9:24 am
- Forum: Modding help
- Topic: Change request slot number of requester chests
- Replies: 2
- Views: 1404
Re: Change request slot number of requester chests
Exactly what I needed. Thank you !
- Wed Feb 21, 2018 11:05 pm
- Forum: Modding help
- Topic: Change request slot number of requester chests
- Replies: 2
- Views: 1404
Change request slot number of requester chests
Hello,
Is it possible to somehow change the number of request slot of a requester chest ?
I tried to play with the API for 2 hours now and I do not find any way to do it.... Adding a line request_slot_count or filter_slot_count to the prototype does not seems to have any effect...
Is it possible to somehow change the number of request slot of a requester chest ?
I tried to play with the API for 2 hours now and I do not find any way to do it.... Adding a line request_slot_count or filter_slot_count to the prototype does not seems to have any effect...