This should demonstrate some of the wonkiness with splitters. Way back in... 0.12? this method would output to both belts just fine. It was quite a while ago that it broke.
Search found 178 matches
- Thu Jan 11, 2018 3:19 am
- Forum: Resolved Problems and Bugs
- Topic: [16.16] Splitter decompress still
- Replies: 14
- Views: 9083
- Sat Jan 21, 2017 9:50 pm
- Forum: General discussion
- Topic: Thoughts on proposed Nuclear
- Replies: 12
- Views: 7222
Re: Thoughts on proposed Nuclear
Thank you everyone for the kind words. The vast majority of the feedback concerning this has been off-site. Elsewhere, I have been accused of wanting this to be too realistic. I've always desired for nuclear power in the game to be magic rocks that just work. I knew that by attempting to make it rea...
- Sun Jan 15, 2017 8:35 pm
- Forum: General discussion
- Topic: Thoughts on proposed Nuclear
- Replies: 12
- Views: 7222
Thoughts on proposed Nuclear
A little learning is a dangerous thing ; Drink deep, or taste not the Pierian spring : There shallow draughts intoxicate the brain, And drinking largely sobers us again. Fired at first sight with what the Muse imparts, In fearless youth we tempt the heights of Arts ; While from the bounded level of...
- Fri Nov 04, 2016 8:26 am
- Forum: Ideas and Suggestions
- Topic: Pull Construction needs from roboports
- Replies: 3
- Views: 1772
Re: Pull Construction needs from roboports
I'm not talking about insufficient bots, I'm wanting to be able to set as wired values objects missing for construction for each network. Currently, you have to mouse-over the alert in the bottom of the screen to get that (global) data, and manually move things around if it is in an isolated network...
- Fri Nov 04, 2016 4:52 am
- Forum: Ideas and Suggestions
- Topic: Pull Construction needs from roboports
- Replies: 3
- Views: 1772
Pull Construction needs from roboports
I think it would be incredibly useful to output construction needs (including missing modules, destroyed buildings, ghosted building missing repair parts, etc.) as one of the signals generated when you connect a wire to a roboport. Currently, you can extract bot counts and logistic supplies, but not...
- Fri Sep 02, 2016 11:28 pm
- Forum: General discussion
- Topic: Productivity module examination
- Replies: 14
- Views: 6802
Re: Productivity module examination
TL;DR: (calculations on) prod modules without speed modules to offset the speed penalty are useless. This is absolutely true. The beacon example given is the most effective, but the 1spd3 and 3prod3 per assembler should make overall calculations for the whole system a lot easier. Productivity modul...
- Sat Aug 20, 2016 1:19 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: fractal 2048 belt balancer (and bigger?)
- Replies: 99
- Views: 164215
Re: 256 fractal belt balancer
This is true dedication right here.
- Sun Aug 14, 2016 3:15 am
- Forum: Ideas and Suggestions
- Topic: [0.14] Nuclear reactor as part of advanced steam setup
- Replies: 8
- Views: 4991
Re: [0.14] Nuclear reactor as part of advanced steam setup
Lol, no, I'm not trolling. I'd rather it be just magic dust that works. My complaint was that some people want it super-realistic, but miss the point that to use the exact same tech as 1970's nuclear they have to make a LOT of unrealistic assumptions. Copper abundance doesn't bother me, and neither ...
- Sat Aug 13, 2016 4:38 pm
- Forum: Ideas and Suggestions
- Topic: [0.14] Nuclear reactor as part of advanced steam setup
- Replies: 8
- Views: 4991
Re: [0.14] Nuclear reactor as part of advanced steam setup
I like it so far. I gotta say tho, I'm concerned about the fuel cycle. As a former nuclear reactor operator, and nuclear engineering student (long story), I really dislike how the mods that handle nuclear power behave. It involves some astrophysics. There is an incredibly slim chance that some rando...
- Fri Jun 10, 2016 4:23 am
- Forum: General discussion
- Topic: About Modules & Furnaces - Checking My Arithmetic
- Replies: 14
- Views: 8405
Re: About Modules & Furnaces - Checking My Arithmetic
@Stede Yes, bots for everything. I even avoid piping fluids around if I can help it. You could do what I do and have multiple, focused oil builds and have the bots carry in barrels, or you could use the barrel mod and move them that way, if you really want to avoid using pipes. My bots also carry or...
- Tue Jun 07, 2016 6:48 am
- Forum: General discussion
- Topic: About Modules & Furnaces - Checking My Arithmetic
- Replies: 14
- Views: 8405
Re: About Modules & Furnaces - Checking My Arithmetic
I, for one, am a resource conservative. I care not about the space sprawl of my solar fields, they are an initial investment with infinite payoff, in time, space, and resources. Modules are the same way. They cost a lot, but in less than 10 hours, they pay for themselves. I usually go for the as-clo...
- Sun May 22, 2016 2:29 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 497
- Views: 576293
Re: Let's see your clever builds
Yes, to provide enough charging, that is exactly why there are that many.
- Mon May 09, 2016 3:57 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 3-Belt Balancer design challenge
- Replies: 17
- Views: 26732
Re: 3-Belt Balancer design challenge
Well, when you get to your test save, try using two 8-lane balancers in row anyway. I've scienced it, and it worked for me.
- Mon May 09, 2016 2:40 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: 3-Belt Balancer design challenge
- Replies: 17
- Views: 26732
Re: 3-Belt Balancer design challenge
Here's something I designed for another project that you might be interested in: http://i.imgur.com/8KyALVx.png?1 You should be able to ignore the belt tier differences. Also, in the previous thread, all you need to do is place 2 8-belt balancers sequentially. I haven't gotten around to designing a ...
- Sun May 08, 2016 5:19 pm
- Forum: Combinator Creations
- Topic: Resource counting with combinators
- Replies: 51
- Views: 43251
Re: Resource counting with combinators
This is an incredibly useful circuit, and many of us use it for belt counters. Well, something very similar, at the very least.
- Sun May 08, 2016 2:36 am
- Forum: Energy Production
- Topic: Analog Circuits - Advanced power systems
- Replies: 34
- Views: 49240
Re: Analog Circuits - Advanced power systems
Oh, you are doing the combined setup. That one actually doesn't work. The reason it doesn't work is because the steam engines aren't always maxed out. They will consume less than max water, leak by the boilers, and heat up the tanks. Also, dropbox is a terrible site to use for pictures, stick to img...
- Fri May 06, 2016 5:02 pm
- Forum: Energy Production
- Topic: Analog Circuits - Advanced power systems
- Replies: 34
- Views: 49240
Re: Analog Circuits - Advanced power systems
It is difficult to help without additional information. A screenshot of the setup, as well as a 10 minute view of the power graph, would really help. I'm willing to bet that there are extra power pole connections somewhere. They need to be independent networks, and you can remove wire from poles by ...
- Thu May 05, 2016 2:45 pm
- Forum: Energy Production
- Topic: Analog Circuits - Advanced power systems
- Replies: 34
- Views: 49240
Re: Analog Circuits - Advanced power systems
DaveMcW is, of course, right. It is still a good idea to maintain a ratio of 0.84 (or higher) accumulators per solar. Feel free to experiment a bit with the accumulator filter part. The easiest solution is to add more accumulators, but you might want to try to put a single solar panel in the isolate...
- Sat Apr 23, 2016 5:29 am
- Forum: Show your Creations
- Topic: Chemical Processing Layout
- Replies: 10
- Views: 55106
Re: Chemical Processing Layout
The design you are basing this off of is my least favorite oil design ever. It contains WAY too many storage tanks, and is completely unbalanced. Smart oil designs only really need a single storage tank for each fluid for the sake of measuring amounts. Also, you should never, ever place crude oil in...
- Mon Jan 18, 2016 6:21 am
- Forum: Maps and Scenarios
- Topic: Map exchange strings
- Replies: 81
- Views: 221557
Re: Map exchange strings
I'm sorry, but that last one.... needs more info. For instance, it requires a mod to cross the water, and a Version of RSO for those ores and enemy spawns. How can I tell it is RSO? Ores on the coast and perfect little squares for enemy base spawning.