Nice logistics changes :)
Still awaiting the announcement, that the rocket silo gets the same treatment of logistics circuit love~
Search found 15 matches
- Fri Sep 13, 2024 11:07 am
- Forum: News
- Topic: Friday Facts #428 - Reactor & Logistics circuit control
- Replies: 118
- Views: 13923
- Sun Sep 01, 2024 9:23 am
- Forum: Combinator Creations
- Topic: Ecconia's first CPU
- Replies: 0
- Views: 331
Ecconia's first CPU
My first CPU, I built this in a survival vanilla game in 2019. Rebuilt it, to be a bit more neat. I got asked to share it. You can learn more details about it in a YouTube video I made back then: https://youtu.be/0rw2dhJeTJY 0eNrtXemOHMeRfpXBAMYCdlPK+yC0AijJh2RbEta2sNKulhiSTbKxc2EOyYTAB/Bb7B+/mJ9kq3...
- Sun Sep 01, 2024 8:15 am
- Forum: News
- Topic: Friday Facts #426 - Resource search & Assembler GUI improvements
- Replies: 90
- Views: 13662
Re: Friday Facts #426 - Resource search & Assembler GUI improvements
I would like to be able to opt-out of the throughput calculation. (Could be a hidden setting for all I care :P) Reason: The calculation only considers the "ideal" throughput. If you do not saturate your machines by feeding it less resources, the value is not correct. Now one could simply i...
- Fri Apr 05, 2024 4:53 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 24800
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
Spot the mistake! Oh it is highlighted :P Screenshot_2024-04-05_1838.png From this image I imply, that inserters still do not stop inserting satellites, when the output of the rocket silo is full. And white science still gets deleted, if not extracted from the silo quick enough. This might be common...
- Fri Jul 24, 2020 11:37 am
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 57337
Re: Friday Facts #350 - Electric mining drill redesign
The current new design of mining drills has a major flaw. When will you redesign it again? The image speaks for itself: Screenshot from 2020-07-24 13-30-24.png As you can see Factorio has a huge awesome level of detail, all components are designed to cover as few as possible of the above tile! All c...
- Sun Nov 24, 2019 8:49 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 51465
Re: Friday Facts #318 - New Tooltips
Uff, I have been using it for a while now, BUT In my opinion, there is something wrong with the sorting of entries. The whole design looks really nice, but its kind of darker and more details, which distracts my eyes from the relevant data. In the previous Tooltips, you had Signals and the "rem...
- Sat Nov 23, 2019 4:18 pm
- Forum: Modding help
- Topic: Request API Help: Cursor_Stack set/reset
- Replies: 1
- Views: 981
Request API Help: Cursor_Stack set/reset
Main issues (summary): - Putting item from cursor back into inventory (exactly like 'q'). - Setting rotation of the cursor_stack (workaround "blueprint"). Problems: - Putting item from cursor back into inventory: -> Apparently there is a "clear()" function on the "cursor_st...
- Wed Nov 20, 2019 3:19 pm
- Forum: Combinator Creations
- Topic: Typewriter (Keyboard; Text display; Cursor)
- Replies: 3
- Views: 3098
Re: Typewriter (Keyboard; Text display; Cursor)
My final version is done! It took me some time to finish this version, simply because I forgot my project... And yesterday I noticed it again. But I had to move around constant combinators to compress the whole build, without breaking combinator wires, so I "quickly" wrote a mod for that. ...
- Wed Nov 06, 2019 8:19 pm
- Forum: Combinator Creations
- Topic: Typewriter (Keyboard; Text display; Cursor)
- Replies: 3
- Views: 3098
Typewriter (Keyboard; Text display; Cursor)
I just finished the first prototype of my current typewriter project. - Should contain a blinking cursor (not yet done). - Arrow left/right for cursor control - Backspace/Delete Sneak peak: Screenshot from 2019-11-06 21-14-22.png No blueprint yet, since this is a WIP version, I will however post it ...
- Mon Nov 04, 2019 8:37 am
- Forum: Combinator Creations
- Topic: Digital Display, Yay!
- Replies: 114
- Views: 157152
Re: Digital Display, Yay!
I recently stumbled across one display version out of this Thread. So I made my own version of it. It also uses size 3*5, but additional has some color support. It uses 4 combinators per digit though. I am really impressed by putting the value to shift and the shift amount into one signal, but I did...
- Sat Nov 02, 2019 12:21 pm
- Forum: Combinator Creations
- Topic: Small Number Display, colored
- Replies: 0
- Views: 2509
Small Number Display, colored
Ages ago I created a simple 7-Segment display (4*7) as it can be found everywhere. But yesterday I saw, that one can easily build small compressed pixel displays (3*5) for number usage. So I immediately put everything I learned into one build: Screenshot from 2019-11-02 12-59-19.png As shown on the ...
- Wed Oct 23, 2019 2:00 pm
- Forum: Technical Help
- Topic: [0.17.72] Much FPS lag, some UPS lag when next to many lamps
- Replies: 2
- Views: 1304
Re: [0.17.72] Much FPS lag, some UPS lag when next to many lamps
Yes indeed, this helped a lot restoring some of the lost FPS. The worst FPS I get is 45fps now, while UPS stays at almost 60 where it belongs. And no I did not manage to properly get my GPU to run. So yes its using the internal GPU intentional. -Never had issues with that though- *EDIT: By now I man...
- Wed Oct 23, 2019 8:26 am
- Forum: Technical Help
- Topic: [0.17.72] Much FPS lag, some UPS lag when next to many lamps
- Replies: 2
- Views: 1304
[0.17.72] Much FPS lag, some UPS lag when next to many lamps
What I did: - I build a 7 Segment number display, which I used in some of my worlds. No mods. What happened: - When the 7-Seg is turned on and the map or the player sees the lamps (or gets near them), the FPS drop from 57-60 down to 10-30. Turing the lamps off, resolves this issue. - It does not mat...
- Sat Apr 13, 2019 10:29 am
- Forum: Pending
- Topic: [0.17.31] Tutorial/Scenario: Persistent help box - didn't disappear or wrong location
- Replies: 2
- Views: 1709
Re: [0.17.31] Tutorial/Scenario: Persistent help box - didn't disappear or wrong location
Apparently it happened again. I am unsure why this time. But its for the assembling machine which produces the first research packs.
Placing an assembler fixed it this time. (The hint box was clearly too small for one ) Dunno what it wanted me to tell even.- Sat Apr 13, 2019 9:41 am
- Forum: Pending
- Topic: [0.17.31] Tutorial/Scenario: Persistent help box - didn't disappear or wrong location
- Replies: 2
- Views: 1709
[0.17.31] Tutorial/Scenario: Persistent help box - didn't disappear or wrong location
Just got the latest Factorio and started the tutorial/scenario to get the vibe back. What happend?: The hint box, indicating where to place the furnace, did not disappear, even after placing the furnace. https://www.dropbox.com/s/xkiwcdapqrkgsux/Screenshot%20from%202019-04-13%2010-28-15.png Screensh...