Hi all,
i'm trying to build a sensor which counts the amount of iron plate in my logistics network, based on that amount a decider combinator generates 1 blue signal. This with the intention of operating a smart smelting operation using simpler and faster checks.
The issue I run into is as ...
Search found 7 matches
- Sun Jul 19, 2015 9:36 am
- Forum: Gameplay Help
- Topic: Combinator output to logistics network
- Replies: 2
- Views: 7134
- Sat Jul 18, 2015 10:18 am
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 161440
Re: Version 0.12.0
From OP
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....
I have no knowledge of LUA whatsoever, so maybe im missing something ...
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....
I have no knowledge of LUA whatsoever, so maybe im missing something ...
- Sat Jul 18, 2015 9:37 am
- Forum: Releases
- Topic: Version 0.12.0
- Replies: 165
- Views: 161440
Re: Version 0.12.0
From OP
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....
I have no knowledge of LUA whatsoever, so maybe im missing something ...
Replaced LuaGameScript::kill_all_enemies() by LuaForce::kill_all_units().
I still cant get this to work, tried /c game.kill_all_units() /c force.kill_all_units() and a couple of hundred other variations on this.....
I have no knowledge of LUA whatsoever, so maybe im missing something ...
- Fri Jun 26, 2015 1:15 pm
- Forum: Show your Creations
- Topic: Multitrainnetwork belt-based
- Replies: 22
- Views: 27467
Re: Multitrainnetwork belt-based
thanks for answering here, and also on colonelwill's stream 
i've tried implementing this in my bases, and indeed i get a lot less deadlocks, but they arent gone yet until we get pre-signals (chainsignals)

i've tried implementing this in my bases, and indeed i get a lot less deadlocks, but they arent gone yet until we get pre-signals (chainsignals)
- Mon Jun 22, 2015 5:40 pm
- Forum: Show your Creations
- Topic: Multitrainnetwork belt-based
- Replies: 22
- Views: 27467
Re: Multitrainnetwork belt-based
Madzuri, one thing has me stumped, how do you prevent train deadlocks with so many signals so close together?
- Mon Jun 22, 2015 5:36 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 105737
Re: Final (Maxed) Designs
Aren't those difficulties exactly what makes it interesting?
(to be honest I always end up using bots to create belts
)
(to be honest I always end up using bots to create belts

- Thu Jun 11, 2015 11:20 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Final (Maxed) Designs
- Replies: 99
- Views: 105737
Re: Final (Maxed) Designs
That's how a friend has shown it to me. ( just ignore the storage chest next to the belt)
Actually, there are 3 mistakes with my circuit layout schematic:
1. There need to be more inserters from the copper plate belt into the wire assemblers
2. You can't fully load an express belt with inserters ...
Actually, there are 3 mistakes with my circuit layout schematic:
1. There need to be more inserters from the copper plate belt into the wire assemblers
2. You can't fully load an express belt with inserters ...