Search found 182 matches

by oyunbagimlisi
Thu Nov 11, 2021 9:47 am
Forum: Combinator Creations
Topic: Belt saturation detector/counter
Replies: 30
Views: 9691

Re: Belt saturation detector/counter

THANK YOU SO MUCH, ANSWER AND FOR YOUR INTEREST @Tertius There are 20 ovens: 45 i (ore) -- 54 i (plate) In other words, 1 blue belt is insufficient, but 2 blue belts should carry 54 items easily. (However, the last three ovens give a yellow light, the output is full) When the first 8 furnaces fill t...
by oyunbagimlisi
Tue Nov 09, 2021 6:34 pm
Forum: Combinator Creations
Topic: Belt saturation detector/counter
Replies: 30
Views: 9691

Re: Belt saturation detector/counter

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For an experienced eye (observation), I did not find it necessary to write (translate) the question. What should I do?
by oyunbagimlisi
Sat Nov 06, 2021 8:07 pm
Forum: Not a bug
Topic: 1.1.42 Once the Water Pump is removed, the old 'wetland' disappears!
Replies: 3
Views: 1098

Re: 1.1.42 Once the Water Pump is removed, the old 'wetland' disappears!

Thank you. Yes, I said what you understand. This is not just a "big bug" for me. But still my logic doesn't agree. Water is not something that has been created because it is a pump. > A pump is something that can work because it is water. > Why does the existing water disappear when the pu...
by oyunbagimlisi
Sat Nov 06, 2021 7:31 pm
Forum: Not a bug
Topic: 1.1.42 Once the Water Pump is removed, the old 'wetland' disappears!
Replies: 3
Views: 1098

1.1.42 Once the Water Pump is removed, the old 'wetland' disappears!

Although this is not a big deal, I noticed such an error. I completely filled the perimeter of the working pumps with stones first. When I removed the pumps, the "tiny water area" was gone. Note: I'm sure the pumps are in working condition, it wasn't just 5 pumps. I saw the same situation ...
by oyunbagimlisi
Sat Nov 06, 2021 4:23 am
Forum: Questions, reviews and ratings
Topic: bug caused by mod(?)
Replies: 9
Views: 2338

Re: bug caused by mod(?)

Fixed in v1.2.8 :) good luck with your work. thanks. although I can't compare other weapon types to spidetron, I would expect spidetron, which uses a powerful machine gun, to be in vanilla. Because the rockets I use inside the wall (when I use it for patrol thanks to your tower or your mod) will da...
by oyunbagimlisi
Mon Nov 01, 2021 3:55 pm
Forum: Questions, reviews and ratings
Topic: bug caused by mod(?)
Replies: 9
Views: 2338

Re: bug caused by mod(?)

the mod is inactive in the current recording. I hope the confusion of the map does not scare you :D
by oyunbagimlisi
Sun Oct 31, 2021 4:14 am
Forum: Questions, reviews and ratings
Topic: bug caused by mod(?)
Replies: 9
Views: 2338

Re: bug caused by mod(?)

I upgraded to the current version. I still can't click the locomotives. I suggest you check and test it. With health...

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by oyunbagimlisi
Sun Oct 31, 2021 12:07 am
Forum: Questions, reviews and ratings
Topic: bug caused by mod(?)
Replies: 9
Views: 2338

Re: bug caused by mod(?)

However, I find this and your other mods very successful. Patrol, Enhancements, weapon switching all three modes are nice. I will try the idea of ​​starting as spidetron in another creative game. Good luck with your spirit.
by oyunbagimlisi
Sun Oct 31, 2021 12:01 am
Forum: Questions, reviews and ratings
Topic: bug caused by mod(?)
Replies: 9
Views: 2338

Re: bug caused by mod(?)

Thank you. Space mode (SE) is off.

SpidertronWeaponSwitcher,
Turned it off fixed it. But it's most likely due to the updated version. (I'm still using 1.38) But the thing is, I couldn't click the locomotives; the cursor was red. When I stop the mod, I can easily select the locomotives.
by oyunbagimlisi
Sat Oct 30, 2021 4:54 am
Forum: Questions, reviews and ratings
Topic: bug caused by mod(?)
Replies: 9
Views: 2338

bug caused by mod(?)

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my spidetrons can float above water. I am sharing my mod list. What mod could have caused this?
by oyunbagimlisi
Wed Oct 27, 2021 11:35 am
Forum: Combinator Creations
Topic: Belt saturation detector/counter
Replies: 30
Views: 9691

Re: Belt saturation detector/counter

The solution is simple: don't require fully compressed belts. Don't put 48 electric furnaces on a blue belt. Use 47. The belt will back up and compress itself. Any tiny holes eliminate themself and no furnace runs dry. Every 47 furnace lanes you have to build one extra. But overall the number of fu...
by oyunbagimlisi
Wed Oct 27, 2021 11:29 am
Forum: Wiki Talk
Topic: Energy weapons damage (research)
Replies: 5
Views: 2373

Re: Energy weapons damage (research)

thank you
by oyunbagimlisi
Tue Oct 26, 2021 8:01 pm
Forum: Wiki Talk
Topic: Energy weapons damage (research)
Replies: 5
Views: 2373

Re: Energy weapons damage (research)

Does anyone really have anything to explain?


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by oyunbagimlisi
Tue Oct 26, 2021 7:11 pm
Forum: Combinator Creations
Topic: Belt saturation detector/counter
Replies: 30
Views: 9691

Re: Belt saturation detector/counter

--> I DON'T UNDERSTAND, why is there a pause in the second case (middle circuit)? just missing a belt of the same color? Logically, belt length should not affect it. What can't I see? This is an interesting thing. Perhaps a bug, but I didn't report it, because I'm quite certain such behavior was al...
by oyunbagimlisi
Mon Oct 25, 2021 7:20 pm
Forum: Combinator Creations
Topic: Belt saturation detector/counter
Replies: 30
Views: 9691

Re: Belt saturation detector/counter

Onları eşleştirebilir ve diğeri elinizde 0 ürün rapor ettiğinde bir vuruş yapabilirsiniz. Değişecekler ve öyle kalacaklar. I did not understand. Why is there a small gap in the mechanism (middle) in case 2? Same as the 3rd one... after the bulk loaders there is 1 unit of belt instead of 2, does bel...
by oyunbagimlisi
Sun Oct 24, 2021 11:25 pm
Forum: Wiki Talk
Topic: Energy weapons damage (research)
Replies: 5
Views: 2373

Energy weapons damage (research)

https://wiki.factorio.com/Energy_weapons_damage_(research) Energy weapons damage (research): (wiki) 3: time 30x300 4: time 30x400 Energy weapons damage (research): (my game) (no mod) 3: time ''60'' x 300 4: time ''60'' x 400 which value is correct, 30 or 60? And why is it incompatible with the wiki?
by oyunbagimlisi
Sun Oct 24, 2021 11:15 pm
Forum: Combinator Creations
Topic: Belt saturation detector/counter
Replies: 30
Views: 9691

Re: Belt saturation detector/counter

A "Saturation detector" would detect if a belt is not full (i.e. has gaps) which means that the source cannot fill a complete belt (assuming that the sink wants to consume a full belt). If you just want to see if a belt is saturated or not, you can use a simple line of lamps: out.gif 0eNr...
by oyunbagimlisi
Sun Oct 24, 2021 11:14 pm
Forum: Combinator Creations
Topic: Belt saturation detector/counter
Replies: 30
Views: 9691

Re: Belt saturation detector/counter

I need this the most when I'm doing belt upgrades. because when I raise a whole line (belt stage), sometimes there are bottlenecks in the old low stage that the hand cannot reach. ie example; all red belt, but in one frame there is an overlooked yellow belt. This breaks the flow. I need a counter t...
by oyunbagimlisi
Sun Oct 24, 2021 11:28 am
Forum: Combinator Creations
Topic: Belt saturation detector/counter
Replies: 30
Views: 9691

Re: Belt saturation detector/counter

I was so excited when I read the title, I've been looking for this for a long time. But as an intermediate (even novice) player, the system is too complicated for me. 15 for yellow belt; 30 for the red belt; Blue requires a system that controls 45 items. I need this the most when I'm doing belt upgr...

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