Search found 14 matches

by J o
Mon Feb 01, 2021 4:43 pm
Forum: Gameplay Help
Topic: Assambler output blocking input with clocked inserters
Replies: 8
Views: 3006

Re: Assambler output blocking input with clocked inserters

gGeorg wrote: ↑
Mon Feb 01, 2021 9:43 am
A project who need 2 smelter assemblers ? well you can use whatever you want. :D
Of course not^^. More generally speaking.
by J o
Mon Feb 01, 2021 6:42 am
Forum: Gameplay Help
Topic: Assambler output blocking input with clocked inserters
Replies: 8
Views: 3006

Re: Assambler output blocking input with clocked inserters

Right, nice idea! But I wanted to keep the amount of combinators as low as possible. And same for the amount of seperated networks. You probably didnt catch the idea. In case of a blueprint of a smelter, 2 rows of 24 asseblers, eg. 48 assemblers. You only need 2 combinators to make it all clocked. ...
by J o
Sun Jan 31, 2021 8:55 am
Forum: Gameplay Help
Topic: Assambler output blocking input with clocked inserters
Replies: 8
Views: 3006

Re: Assambler output blocking input with clocked inserters

Hey, Thanks for the responses! You could limit the input inserters to a stack size of 8, and you don't even need to clock them. This produces an output of 11.2 science packs in 344 ticks. Yeah, but then the logistics network manager go crazy for all those bots who fly for a not full cargo. You can r...
by J o
Thu Jan 21, 2021 4:24 pm
Forum: Gameplay Help
Topic: Assambler output blocking input with clocked inserters
Replies: 8
Views: 3006

Assambler output blocking input with clocked inserters

Dear factorians, while preparing for my next project i come across some unexpected assembler behavior. So i tried to exactly calculate the item flow for a certain spm through every assembler and clock the inserters to those cycle times. Thats fairly easy but then i noticed something. A first test ru...
by J o
Sun Oct 25, 2020 12:30 pm
Forum: Implemented Suggestions
Topic: Even more imporvments for Trainstops in v1.1
Replies: 3
Views: 1171

Re: Even more imporvments for Trainstops in v1.1

:shock: :oops: Nevermind. Didn't read that "You can also read the current number of reservations, which will have its own interesting uses" part carfully enough.
by J o
Sun Oct 25, 2020 12:00 pm
Forum: Implemented Suggestions
Topic: Even more imporvments for Trainstops in v1.1
Replies: 3
Views: 1171

Even more imporvments for Trainstops in v1.1

TL;DR If not considered yet, please make the amount of currently routing trains to train stop available via circuit network. What ? While working on train stops one feature would be quite nice in addition to the limit option. I think it will be useful to check how many trains currently go to that s...
by J o
Fri Aug 14, 2020 9:21 am
Forum: Releases
Topic: Version 1.0.0
Replies: 130
Views: 99223

Re: Version 1.0.0

Congratulations! You created an impressiv piece of Artwork!

Happy Factorio Day!!
by J o
Fri Aug 14, 2020 6:49 am
Forum: Gameplay Help
Topic: A deeper look into the fluid system and so many questions
Replies: 17
Views: 10138

Re: A deeper look into the fluid system and so many questions

As an engineer you can appreciate that others built something that doesn't work the way you'd expect. Or want. Or think was reasonable. Or ever even dream of. Of course, i never criticized somebody elses design, nor do i think that i have the "best" or only working design for something. T...
by J o
Fri Aug 14, 2020 5:34 am
Forum: Gameplay Help
Topic: A deeper look into the fluid system and so many questions
Replies: 17
Views: 10138

Re: A deeper look into the fluid system and so many questions

If you don't stress the pipe system to the flow limits and instead have plenty of headroom with parallel lines then you don't need to care about the exact flow rate per pipe or any of the inconsistencies like build order, preferred direction and chunk based updates or whatever. But that's the point...
by J o
Wed Aug 12, 2020 11:09 am
Forum: Gameplay Help
Topic: A deeper look into the fluid system and so many questions
Replies: 17
Views: 10138

Re: A deeper look into the fluid system and so many questions

I think a tank - pump - tank will give you the maximum speed
I am afraid not :cry:
Ok that was to fast... you are absolutly right, my appologies.
by J o
Wed Aug 12, 2020 11:02 am
Forum: Gameplay Help
Topic: A deeper look into the fluid system and so many questions
Replies: 17
Views: 10138

Re: A deeper look into the fluid system and so many questions

ALSO biased depending on build order Wait... That means there is almost now way that a placed blueprint reach a maximum fluid flow. :o :shock: So the layout have to stay a good bit under the maximum flowrate :? I think a tank - pump - tank will give you the maximum speed I am afraid not :cry:
by J o
Wed Aug 12, 2020 10:27 am
Forum: Gameplay Help
Topic: A deeper look into the fluid system and so many questions
Replies: 17
Views: 10138

A deeper look into the fluid system and so many questions

Dear Factorians, While creating blueprints for my next Megabase after v1.0 release I struggle with the fluid system. More or less i would say. (I coudn't find a better place to post this, so feel free to move if there is a better location for this.) First of all the pumps: I couldn't find a single w...
by J o
Fri Feb 21, 2020 9:24 am
Forum: Ideas and Suggestions
Topic: train stop circuit network 'contents' should include player
Replies: 7
Views: 3488

Re: train stop circuit network 'contents' should include player

I thought you can add "Passenger present" to the train depart conditions in scheduler to get the same effect? Actually no. If you have a shuttle network of N stations and all are constantly open, one have to call a train manually to a desired station where he wants to go from. And if the ...
by J o
Thu Feb 20, 2020 2:07 pm
Forum: Ideas and Suggestions
Topic: train stop circuit network 'contents' should include player
Replies: 7
Views: 3488

Re: train stop circuit network 'contents' should include player

I'd like to push this suggestion back to a noticeable level because this is not implemented in 0.18.6 yet. I did lately came across the same idea, because then a shuttle network is easily buildable, where one can call a train by circuit condition to a Pax station and send the train to any other Pax ...

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