Yes the fluid is backed up. Is it expected that foundry cannot hold even 2 cycles worth of craft materials?
Using pumps, like this?
https://i.imgur.com/zLkDCiV.png
Setup above also caps at 450 stone/s because of fuild internal buffer. Attaching a pump directly to output hard caps its throughput ...
Search found 19 matches
- Mon Dec 02, 2024 10:24 am
- Forum: Duplicates
- Topic: [2.0.21] Foundry at high speeds is fluid output bound
- Replies: 17
- Views: 3277
- Sun Dec 01, 2024 1:29 pm
- Forum: Duplicates
- Topic: [2.0.21] Foundry at high speeds is fluid output bound
- Replies: 17
- Views: 3277
[2.0.21] Foundry at high speeds is fluid output bound
I'm trying to extract 480 stone/s (2 saturated belts) from a foundry that is producing 516/s. No matter the setup I use, I cannot get over 450 stone/s from one foundry.
This is the test setup:
https://i.imgur.com/GQdoY7g.png
Blueprint:
0eNrdXO1uozgUfRd ...
This is the test setup:
https://i.imgur.com/GQdoY7g.png
Blueprint:
0eNrdXO1uozgUfRd ...
- Sat Nov 02, 2024 4:13 pm
- Forum: Ideas and Suggestions
- Topic: Train condition progress should look clearer when at 100%
- Replies: 15
- Views: 1143
Re: Train condition progress should look clearer when at 100%
+1
Could change the bar color to green only on 100% condition met, otherwise dunno, orange?
Could change the bar color to green only on 100% condition met, otherwise dunno, orange?
- Tue Apr 21, 2020 4:33 pm
- Forum: Balancing
- Topic: Exploiting water gap to fight biters
- Replies: 2
- Views: 2602
Re: Exploiting water gap to fight biters
With enough exoskeletons on, you can even go through walls
- Sat Feb 29, 2020 3:38 am
- Forum: Ideas and Suggestions
- Topic: Simplify barrel recipes.
- Replies: 11
- Views: 3771
Re: Simplify barrel recipes.
You can't mix fluids tho
- Thu Feb 27, 2020 9:23 pm
- Forum: Questions, reviews and ratings
- Topic: Is there a mod to order bots to do just precise thing?
- Replies: 0
- Views: 942
Is there a mod to order bots to do just precise thing?
Let's take a look on my examle: I've got modular train-bot-based factory:
https://i.imgur.com/7xW5QEy.png
Most of depicted segments are bot based (with roboports reaching as close as 2 squares from inner rail). Now I would like to just put roboports inbetween the rails just to feed request ...
https://i.imgur.com/7xW5QEy.png
Most of depicted segments are bot based (with roboports reaching as close as 2 squares from inner rail). Now I would like to just put roboports inbetween the rails just to feed request ...
- Thu Feb 27, 2020 8:54 pm
- Forum: Questions, reviews and ratings
- Topic: Is there a mod to block logistic slots?
- Replies: 0
- Views: 919
Is there a mod to block logistic slots?
Just like above - is there any mod existing to do so? I've seen questions like that before, but no real answer was given. I find this idea usefull, cause sometimes you just have to manually transport some stuff. Having 30 stacks of items transported to you immediately after cleaning your inventory ...
- Sat Feb 15, 2020 9:59 pm
- Forum: Questions, reviews and ratings
- Topic: Weird QoL mod for Logistics tab in player's inventory
- Replies: 1
- Views: 1215
Weird QoL mod for Logistics tab in player's inventory
Hey
How about a mod that when you add new item to Logistics tab in your inventory it sets not 1 or stack of items, but stack-$robot_capacity_for_that_item of items?
Its annoying to set manually, and the "get one stack" option is too - when you place any of the requested items and then remove it - by ...
How about a mod that when you add new item to Logistics tab in your inventory it sets not 1 or stack of items, but stack-$robot_capacity_for_that_item of items?
Its annoying to set manually, and the "get one stack" option is too - when you place any of the requested items and then remove it - by ...
- Wed Jan 15, 2020 8:14 pm
- Forum: Ideas and Suggestions
- Topic: construction times
- Replies: 6
- Views: 2018
Re: construction times
I suggest that the gui of recipies in non-player inventories is edited to reflect the actual time taken to craft
Big, big yes. I know that this "5s to craft" is not really a SI unit for time, but it would be helpful to have that clear when designing some stuff not yet available in /blueprints on ...
Big, big yes. I know that this "5s to craft" is not really a SI unit for time, but it would be helpful to have that clear when designing some stuff not yet available in /blueprints on ...
- Tue Jan 07, 2020 9:15 pm
- Forum: Balancing
- Topic: A Deeper Look into Combat Robotics
- Replies: 37
- Views: 19606
Re: A Deeper Look into Combat Robotics
I don’t think PLD is at least vastly overpowered.
Yes and no. 5-10 of them on you and you can just walk around and kite entire biter base with no other weapon in hands :lol: I would really love a button to disable it or a change that it would attack only in defense (eg. for peacefull set maps ...
- Tue Jan 07, 2020 8:04 pm
- Forum: Gameplay Help
- Topic: Constant combinator use/setting
- Replies: 3
- Views: 1743
Re: Constant combinator use/setting
But for now i need to set every included item by hand to the constant combinator
Const combinator have got no "capacity" like chest or assembler, so yea, first time by hand, then just copy paste the combinator.
Btw if I copy a recipe from assembler to req chest - how many items will it be set ...
- Fri Jan 03, 2020 2:20 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.79] Trains should repath at a blue chain-signal
- Replies: 19
- Views: 5565
Re: [0.17.79] Trains should repath at a blue chain-signal
There needs to be a limit to avoid that. Three ideas:
- The path is not more than X percent longer.
- The train waits since X minutes:seconds, before trying to go around.
- There are special signals, wich allow this kind of repathing.
4th - button in train GUI
5th - "smart locomotive" item
- The path is not more than X percent longer.
- The train waits since X minutes:seconds, before trying to go around.
- There are special signals, wich allow this kind of repathing.
4th - button in train GUI
5th - "smart locomotive" item
- Tue Nov 26, 2019 10:34 pm
- Forum: General discussion
- Topic: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
- Replies: 35
- Views: 13652
Re: Does anyone else build multiple quad Nuclear Reactors rather than one big one?
I usually use 2x2 reactors (the 480 ones), just cause they look nice to me. Then I like to create separate 480MW sections of my factory. Don't know why, but I prefer having a few small "towns" than one really big, laggy etc.
I know thats less efficient, but the fuel isn't really a problem in this ...
I know thats less efficient, but the fuel isn't really a problem in this ...
- Mon Sep 23, 2019 11:38 pm
- Forum: This Forum
- Topic: My post was deleted
- Replies: 8
- Views: 4287
Re: My post was deleted
Its just I've got so many questions I would love to get an answer to any of them ![Laughing :lol:](./images/smilies/icon_lol.gif)
![Laughing :lol:](./images/smilies/icon_lol.gif)
- Mon Sep 23, 2019 4:45 pm
- Forum: This Forum
- Topic: My post was deleted
- Replies: 8
- Views: 4287
Re: My post was deleted
So as I said, if I would saw any chance he will answer etc...
Also, seeing other posts like mine about similar thing with same person.
Also, seeing other posts like mine about similar thing with same person.
- Sat Sep 07, 2019 6:35 pm
- Forum: This Forum
- Topic: My post was deleted
- Replies: 8
- Views: 4287
Re: My post was deleted
If I would saw any chance he will answer (but the tone + he was posting on forums later) I definitely wouldn't do that. But all I've seen was him trying to fob me off, so...
So the accepting thing basically cuts out any spam urls etc? Can mods see where the post was posted, or just its content?
A ...
So the accepting thing basically cuts out any spam urls etc? Can mods see where the post was posted, or just its content?
A ...
- Fri Sep 06, 2019 6:31 pm
- Forum: This Forum
- Topic: My post was deleted
- Replies: 8
- Views: 4287
My post was deleted
Hey
I recently joined to forums, wanting to get some fresh info, share ideas etc, classic stfuff really. I've commented on https://forums.factorio.com/viewtopic.php?f=3&t=75239 this thread and my post was accepted (newbie things). Later that day I couldn't find my post so I decided to ask mods ...
I recently joined to forums, wanting to get some fresh info, share ideas etc, classic stfuff really. I've commented on https://forums.factorio.com/viewtopic.php?f=3&t=75239 this thread and my post was accepted (newbie things). Later that day I couldn't find my post so I decided to ask mods ...
- Wed Sep 04, 2019 4:26 pm
- Forum: This Forum
- Topic: A clock maybe?
- Replies: 6
- Views: 3218
Re: A clock maybe?
You're browsing the forums either with a computer, which usually comes with a clock, or with your smartphone/tablet, which also displays a clock. Why would you want another clock on the forum ?
Also, I'm assuming you don't have a watch, because there would be even less a reason to add a clock ...
- Tue Sep 03, 2019 6:46 pm
- Forum: This Forum
- Topic: A clock maybe?
- Replies: 6
- Views: 3218
A clock maybe?
Hi
So I've got an idea - how about putting a clock on forums? I thought header/footer. I know it says UTC+2h, but I don't really like to rely on remembering things. So what's yall thoughts?
So I've got an idea - how about putting a clock on forums? I thought header/footer. I know it says UTC+2h, but I don't really like to rely on remembering things. So what's yall thoughts?