Really? I'll have to test this. So you can use an inserter to remove fuel from a burner mining drill?immibis wrote:Inserters can remove from the input or fuel slots if there are no output slots. This applies to burner mining drills, for example.
Search found 1521 matches
- Thu Feb 27, 2014 5:53 am
- Forum: Resolved Problems and Bugs
- Topic: Inserters can't remove items from boilers
- Replies: 7
- Views: 3445
Re: Inserters can't remove items from boilers
- Wed Feb 26, 2014 7:48 pm
- Forum: Mods
- Topic: [MOD 0.17.xx] TimeButtons v0.3.7
- Replies: 101
- Views: 140950
Re: [MOD 0.9.x] TimeButtons v0.0.3
My take on this mod also has an 0.5x speed button, for fighting biters in slow motion. You might add that?
- Wed Feb 26, 2014 5:27 pm
- Forum: Implemented Suggestions
- Topic: Logistic network, Storage Infoscreen
- Replies: 27
- Views: 20109
Re: Logistic network, Storage Infoscreen
I would love to have this, especially if it provides a way to find out where specific items are stored in the network.
- Wed Feb 26, 2014 5:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] strange looking power armor inventory
- Replies: 7
- Views: 4050
Re: [0.9.0] strange looking power armor inventory
I can't play in high graphics (mac bug) so I didn't know they should look different. I can confirm this bug in low graphics mode.
- Wed Feb 26, 2014 2:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.9.0] strange looking power armor inventory
- Replies: 7
- Views: 4050
Re: [0.9.0] strange looking power armor inventory
Are you referring to the night vision and exoskeleton icons being smaller than they should be? The inventory looks the same for me. I never used modular/power armor before 0.9, so I don't know if it should look different.
Are you playing in low graphics mode? I am.
Are you playing in low graphics mode? I am.
- Wed Feb 26, 2014 2:54 pm
- Forum: Resolved Problems and Bugs
- Topic: Inserters can't remove items from boilers
- Replies: 7
- Views: 3445
Re: Inserters can't remove items from boilers
Right now there is a threshold where inserters stop inserting into a building. For assemblers it seems to be double the requirements for the recipe in the assembler. For a boiler it's some static number of items or amount of fuel?
My first idea would be to allow an inserter to grab ingredients/fuel ...
My first idea would be to allow an inserter to grab ingredients/fuel ...
- Wed Feb 26, 2014 2:30 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact smelting setup
- Replies: 3
- Views: 13335
Re: Compact smelting setup
Providing even amounts of coal and iron ore is inefficient, as is having twice as much capacity for iron plate output as for iron ore input.
However, it would be very difficult to make better ratios in such a small base (I will try!), so good work overall.
However, it would be very difficult to make better ratios in such a small base (I will try!), so good work overall.
- Wed Feb 26, 2014 2:26 pm
- Forum: Resolved Problems and Bugs
- Topic: Inserters can't remove items from boilers
- Replies: 7
- Views: 3445
Re: Inserters can't remove items from boilers
inserters can only remove items from the output slot of a building, never from the fuel or input slots. this applies to boilers, assemblers, chemical plants, etc.
- Wed Feb 26, 2014 2:25 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0
- Replies: 33
- Views: 35850
Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0
I like this idea, especially with it producing something useful.
You might also consider basing it on the chemical plant and having it require water as an input.
You might also consider basing it on the chemical plant and having it require water as an input.
- Wed Feb 26, 2014 5:38 am
- Forum: Wiki Talk
- Topic: Wiki: Renaming networks to systems?
- Replies: 13
- Views: 25167
Re: Wiki: Renaming networks to systems?
crafting is definitely a network


- Tue Feb 25, 2014 9:26 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 122772
Re: Extreme Mining :)
To maximize mining speed you want to maximize miner density. Zig-zag belts waste space (and are slower!), and so do power lines.
In your example, for every 36 squares of miner there are 7 squares of conveyor and 1 square of power, so you've covered 82% of the ground with miners.
Here's a layout ...
In your example, for every 36 squares of miner there are 7 squares of conveyor and 1 square of power, so you've covered 82% of the ground with miners.
Here's a layout ...
- Mon Feb 24, 2014 3:59 pm
- Forum: General discussion
- Topic: [0.9] Rays step by step guide for a compact factory
- Replies: 17
- Views: 23064
- Mon Feb 24, 2014 2:45 pm
- Forum: Ideas and Suggestions
- Topic: Make splitters smaller
- Replies: 14
- Views: 7587
Re: Make splitters smaller
I would love to see an N-way splitter and/or a smart splitter.
- Sun Feb 23, 2014 3:40 pm
- Forum: Ideas and Suggestions
- Topic: inserter stack size bonus could apply to conveyors
- Replies: 14
- Views: 7980
Re: inserter stack size bonus could apply to conveyors
How do you physically put 2 gears in the same location? If it does but staggers them then it will push other gears around and become a chaotic mess. Coding for that seems like a mess.
Two gear entities would never exist in the same location. They would be 0.28 units apart on the belt, as usual ...
Two gear entities would never exist in the same location. They would be 0.28 units apart on the belt, as usual ...
- Sun Feb 23, 2014 3:38 pm
- Forum: Ideas and Suggestions
- Topic: preserve manually added items in the crafting queue
- Replies: 8
- Views: 6352
Re: preserve manually added items in the crafting queue
Each item in the queue would have a flag for whether it was added manually or automatically. If it was added manually, then it's not eligible as a component of future things being added.AlexPhoenix wrote:How the game must determine or you do all items from stratch or you use smart craft?
- Sun Feb 23, 2014 2:11 am
- Forum: Ideas and Suggestions
- Topic: inserter stack size bonus could apply to conveyors
- Replies: 14
- Views: 7980
inserter stack size bonus could apply to conveyors
If an inserter has a stack size bonus, so it could grab two items from a chest, then when it grabs one item from a conveyor it might check to see if its target wants more than one of that item, and if so AND if there's a second item within grabbing distance then grab a second one.
- Sun Feb 23, 2014 2:09 am
- Forum: Resolved Problems and Bugs
- Topic: [0.9.1] Furnace recipes display 100x time
- Replies: 6
- Views: 3722
Re: [0.9.1] Furnace recipes display 100x time
I think someone on IRC figured this out. It's 100 or 500 divided by 60, having something to do with the target framerate of the game. So, 1.67 seconds for copper and iron, 8.33 seconds for steel.
- Sun Feb 23, 2014 2:07 am
- Forum: Show your Creations
- Topic: nothing special, just starting a new base with science 1/2
- Replies: 10
- Views: 17348
Re: nothing special, just starting a new base with science 1
I'm with immibis. Unless I'm playing the supply challenge or deathworld and counting every single resource I spend, I've pretty much always got enough resources to build structures as fast as I want to.
- Sun Feb 23, 2014 12:16 am
- Forum: Wiki Talk
- Topic: Wiki: Current and future
- Replies: 27
- Views: 39270
Re: Wiki: Current and future
So, today while I was having a day off from factorio, I created this: https://github.com/bluecube/factorio-lua-tools
We should join forces! https://github.com/sparr/factorio-data-extract
I'll clone yours tonight or soon and see if it makes sense for me to abandon mine and work on a fork of yours ...
We should join forces! https://github.com/sparr/factorio-data-extract
I'll clone yours tonight or soon and see if it makes sense for me to abandon mine and work on a fork of yours ...
- Sun Feb 23, 2014 12:14 am
- Forum: Show your Creations
- Topic: Great Starting Coal Setup
- Replies: 5
- Views: 11747
Re: Great Starting Coal Setup
If you don't mind picking up coal from multiple containers, try this:
