Search found 234 matches

by foamy
Thu Nov 26, 2020 8:42 am
Forum: Combinator Creations
Topic: OCD-safe count-perfect smart belt mixer
Replies: 5
Views: 139

Re: OCD-safe count-perfect smart belt mixer

What happens if the drain jams? Or runs at half speed?
by foamy
Tue Nov 17, 2020 9:57 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.

So your example of 'other odd inserter behaviour that should be fixed first' doesn't even exist . I don't know why your inserters are misbehaving but it's not vanilla behaviour. It does: you need to have an inserter be unable to insert one full stack and have some left over when the train leaves. T...
by foamy
Tue Nov 17, 2020 9:07 pm
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 49
Views: 8826

Re: Option for disabling artillery auto target

my bad, i thought you were looking for a solution to your problem, but you want the game to change to suit your build strategy instead. carry on. Nonsense. You were talking about the payoff of using more cargo wagons over using arty wagons, and said you thought the first wast better for transport. ...
by foamy
Tue Nov 17, 2020 8:58 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.

Btw: The reactor that I'm using would have failed even if the devs implemented your proposal. It's feeding is driven by a clock - which would have slowed down - reactor consumption would not... Yeah, but guarding against all kinds of slowdowns isn't the point. Logic slowing down and causing failure...
by foamy
Tue Nov 17, 2020 8:50 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap.

You're right to the extent that I didn't care at all until one person started saying the game was badly designed and a feature that literally hundreds of thousands of people are using should be removed because it offends their personal sensibilities when they have a terribly, terribly built power s...
by foamy
Tue Nov 17, 2020 8:35 pm
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 39
Views: 5600

Re: Circuit network connections for splitters

I'd love to see this feature added AND splitter filtering be locked behind the filter inserter tech. Agree. For example: no filtering for yellow splitter red splitter with one filter as now. (even if not after filter inserter, green circuit in the recipe as well) blue splitter with two-four item fi...
by foamy
Tue Nov 17, 2020 6:52 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

Is this dead horse still being flogged? Modding Discussions is thataway. Since you've not played a vanilla game of Factorio in two years , I think your comments would be more useful there. no, that's not what anyone is telling you - they're saying instead that the problem is the lack of power. and ...
by foamy
Mon Nov 16, 2020 11:02 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

well the thread is in "Outdated/Not Implemented", so there's that. Yeah, I know, but I think it was put here without proper consideration, probably because OP presented it a bit poorly out of frustration. I think the actual suggestion, buried behind the spoiler cut in the OP, is a good one. It adds...
by foamy
Mon Nov 16, 2020 10:49 pm
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 39
Views: 5600

Re: Circuit network connections for splitters

I, too, want this, but this would make me even more annoyed that filter splitters aren't locked behind filter inserter technology. Ever since splitter settings were introduced I have thought they were available too early and made early game base layout much simpler than it should be and was before ...
by foamy
Mon Nov 16, 2020 10:20 pm
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 49
Views: 8826

Re: Option for disabling artillery auto target

Y'd think that when something's been suggested a dozen times and had a whole pile of mods made to do it in various ways, it'd be something worth considering for implementation in the base game. Particularly when it's so simple and obvious. Heck, you could arguably expand the ability to do so to ever...
by foamy
Mon Nov 16, 2020 9:40 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

and people have disagreed repeatedly. not diligent about power but uses circuit network pulses heavily? lies. No, the correct conditions are "not 100% diligent about power and uses the pulse function on inserters at all". Pulses on the network in general aren't a problem if they come from combinato...
by foamy
Mon Nov 16, 2020 8:33 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

Inserters do have it (as does every other powered entity, including combinators). You are mistaken. I mean a "low power", not a "no power" warning. It looks like a red battery, not an electric arc (shown on empty accumulators). I think it would help with the problem, as the warning signals to the p...
by foamy
Mon Nov 16, 2020 1:11 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

The issue isn't with combinators having low power though! The issue is with the behaviour of other entities under low power. maybe have inserters give a low power alert too? (to let people know that it is a problem) Inserters do have it (as does every other powered entity, including combinators). T...
by foamy
Sun Nov 15, 2020 10:06 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

AmericanPatriot wrote:
Sun Nov 15, 2020 8:35 pm
Maybe combinators should give a low power alert (like roboports do) when not having full power. This seems like the easiest and best solution to me
The issue isn't with combinators having low power though! The issue is with the behaviour of other entities under low power.
by foamy
Sun Nov 15, 2020 7:43 pm
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

I couldn't find any mods that make circuits/assemblers not require power, so I assume it's also not that easy. I linked to one in the second post of this thread. It's a doddle. No and always no to suggestions to make the game more trivial. That stuff is for mods. This doesn't trivialize the game, b...
by foamy
Sun Nov 15, 2020 9:06 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

Edit: and the more I think about it: perhaps a different behavior for the combinators is the best solution of this problem. That's, uh, sort of what this suggestion is about? I dunno why the OP titled it as they did, but the actual suggestion is the one behind the spoiler cut. I think they were jus...
by foamy
Sun Nov 15, 2020 9:05 am
Forum: Ideas and Suggestions
Topic: Reactors lose energy to the air when not powered.
Replies: 5
Views: 211

Re: Reactors lose energy to the air when not powered.

It doesn’t (much) and in the end you need an extra scan over each reactor and heat pipe to calculate the heat-loss for each tick. Can eat lots of CPU-cycles. I don't know if it necessarily would chew lots of CPU cycles, though obviously it would need some. If you make a simplifying assumption about...
by foamy
Sun Nov 15, 2020 3:23 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

[...] Another question for ikkru, though: How would you handle power variance? Particularly in extreme scenarios, which can be generated easily (intentionally or not) through circuit-controlled power systems? Say for example on Tick 1, the system has 25% power and runs at, say, 1/8th speed or whate...
by foamy
Sun Nov 15, 2020 3:01 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

2. What about them? Because they do other, power-consuming actions, they can't be converted to the monotonic system like the pure-logic devices could; they'd still need the conventional power buffer and draw in order to perform their non-logic functions. EDIT: I see @Theikkru made the same point. A...
by foamy
Sun Nov 15, 2020 2:32 am
Forum: Outdated/Not implemented
Topic: Proposal to fix: the pulse function on inserters (+belts?) is inconsistent under low power.
Replies: 113
Views: 2625

Re: The pulse function on inserters (+belts?) is inconsistent (under low power) and a noob trap. Please remove if unfixa

Or you could just power your combinators properly. Someone even made a mod that lets you avoid having to make that incredibly minimal effort. I mean, the sheer arrogance of asking for a whole feature to be removed from the game just because you can't be bothered to use it properly. Your contributio...

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