Search found 668 matches
- Tue Apr 23, 2024 10:24 pm
- Forum: General discussion
- Topic: Fluid Mechanics Still Broken, 6 Years Later?
- Replies: 43
- Views: 3083
Re: Fluid Mechanics Still Broken, 6 Years Later?
Yeah, I am not talking about the OP, and I get why buffer tanks should be used. I talk about the tank's load not being balanced, ie. connect your wagons with a pump each and one taking alot longer to clear/fill: https://youtu.be/zJBvw28bQu0?t=1721 But this behavior is not a flaw of the game. It's n...
- Tue Apr 23, 2024 12:34 pm
- Forum: General discussion
- Topic: Fluid Mechanics Still Broken, 6 Years Later?
- Replies: 43
- Views: 3083
Re: Fluid Mechanics Still Broken, 6 Years Later?
I'm just starting with oil procession so I dont kown how bad of a problem this is There is actually no problem. People tend to exaggerate issues they think that are a problem but actually are just ordinary and genuine game behavior. Some gamers still around from the earliest early access developmen...
- Sun Apr 21, 2024 8:22 pm
- Forum: Gameplay Help
- Topic: Help with the editor needed
- Replies: 8
- Views: 446
Re: Help with the editor needed
The box is supposed to also contain (and provide to you) 4 important useful infinity items that ease up factory design in the map editor: the electric energy interface for getting infinite energy/battery/energy consumption, the heat interface for directly heating up structures like nuclear reactors,...
- Thu Apr 18, 2024 1:41 pm
- Forum: News
- Topic: Friday Facts #401 - New terrain, new planet
- Replies: 102
- Views: 20037
Re: Friday Facts #401 - New terrain, new planet
I'd like to get a visual improvement of the cliff graphics. Currently, they often don't create the illusion of elevation or depth. Instead they are just walls on an equally leveled terrain. By the way, that's what I initially thought what cliffs were after I started with Factorio: strange natural wa...
- Sun Apr 14, 2024 11:20 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 85
- Views: 102206
Re: Beautiful Sushi Belts
It seems I was in error by just interrupting the belt. Using real labs that pass through all items in the worst case will not make the belt fill up with no gaps. The rate limiting actually works as long as the belt is not stalled, and with the given setup it will not stall without manual interventio...
- Sat Apr 13, 2024 1:50 pm
- Forum: Railway Setups
- Topic: High-Throughput Exact-Items Train Loader (w/o Bots)
- Replies: 10
- Views: 563
Re: High-Throughput Exact-Items Train Loader (w/o Bots)
Why would this not apply for multiples wagons ? it would mean doing them 1 after the other ? or not possible at all ? i'm not sure what you mean. Ok, I looked more thoroughly. This implementation just loads what has been defined externally. It doesn't even look if there is already something of that...
- Sat Apr 13, 2024 12:29 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 85
- Views: 102206
Re: Beautiful Sushi Belts
Just because the research is stopped doesn't mean the belt is 😄 Yes it is: https://forums.factorio.com/download/file.php?id=81453 2024-04-13 14-15-51 start=2 length=54 fps=30 noaudio.mp4 This is a generic problem with every sushi belt - not just your beautiful mixer implementation. The handling of ...
- Sat Apr 13, 2024 11:58 am
- Forum: Railway Setups
- Topic: High-Throughput Exact-Items Train Loader (w/o Bots)
- Replies: 10
- Views: 563
Re: High-Throughput Exact-Items Train Loader (w/o Bots)
There was a moment where it dawned on me how much other infrastructure needs to be built out to actually use this. Keep this in mind. That's a vital consideration. From my own experience, it's fun to create a solution for some real problem in a controlled lab environment. However, when I start to p...
- Fri Apr 12, 2024 3:07 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 85
- Views: 102206
Re: Beautiful Sushi Belts
I'm sorry, but the added setup will also stall on the outer lane, if just research is stopped one or two times for a moment so the blue/purple packs accumulate in the splitters of the returning belt. It's worse than other solutions due to the sideloading, because the mixing of the lower 4 packs don'...
- Fri Apr 12, 2024 9:51 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Beautiful Sushi Belts
- Replies: 85
- Views: 102206
Re: Beautiful Sushi Belts
It's still looking beautiful, however I ceased using sushi belts for science production. On the green table and as long as every science pack is fully supplied, everything runs nice and fine. However, if for some reason one science pack isn't produced any more and the labs stop research and you don'...
- Tue Apr 09, 2024 1:29 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 129
- Views: 16625
Re: Friday Facts #403 - Train stops 2.0
i am still missing the opportunity to split the output from a train station evenly to all trains that want to go to that station. for example: i've one pickup station for iron ore but if i have two trains that will pick up that ore and the production of the ore is too slow to fully support both tai...
- Tue Apr 09, 2024 1:14 pm
- Forum: Railway Setups
- Topic: High-Throughput Exact-Items Train Loader (w/o Bots)
- Replies: 10
- Views: 563
Re: High-Throughput Exact-Items Train Loader (w/o Bots)
It's not clear for me how you fill and refill the chests. In your video, you just insert a few items manually and completely ignore this aspect. But that's vital for practical and automated use. It seems you intend shuffling items with some splitter contraption, then insert them into the chests by u...
- Sat Apr 06, 2024 10:51 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 137
- Views: 14547
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I can't think of any good use for full belt readers Consider a long belt for expensive items you only need very few, because these are used only once in a while. For example a satellite. You don't want to fill the belt with huge amounts of these items just wasting their ingredients. With belt reade...
- Thu Apr 04, 2024 11:53 pm
- Forum: Modding help
- Topic: Edit an existing mod
- Replies: 9
- Views: 423
Re: Edit an existing mod
even if I unzip and zip that thing without any other changes than a single digit in a lua file, it does not appear in the list anymore. What editor do you use for editing the lua file? Lua files are plain ascii files, encoding utf-8. Don't let your editor write a BOM. Proper editors are for example...
- Wed Apr 03, 2024 5:24 pm
- Forum: Ideas and Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 6
- Views: 599
Re: Programmable Speaker Improvements
Add to the list: Show the circuit network connection icon in the top right corner, if the speaker is connected to the circuit network. It's missing. Currently it's not possible to see in the speaker's GUI if a speaker is connected or not, and to what network id's it is connected. While you're at it,...
- Wed Apr 03, 2024 5:10 pm
- Forum: Modding help
- Topic: Edit an existing mod
- Replies: 9
- Views: 423
Re: Edit an existing mod
Save the original zip of that mod to some directory outside of Factorio. Uninstall the mod from Factorio. Its zip should now be gone from the Factorio mods directory. You do this to avoid any conflict between the original mod managed by the mod portal and your modifications of that mod. Unzip the sa...
- Tue Apr 02, 2024 10:30 am
- Forum: Not a bug
- Topic: [1.1.104] Decider combinator Output input count uses wrong value on Each
- Replies: 7
- Views: 597
Re: [1.1.104] Decider combinator Output input count uses wrong value on Each
It seems you're not sure how exactly combinators work. There are always two stories. First, there is the short description in the game itself, and you seem to be confident you know everything about how combinators work from here. However, due to space restrictions, they're not telling every detail. ...
- Mon Apr 01, 2024 12:11 pm
- Forum: Gameplay Help
- Topic: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?
- Replies: 7
- Views: 580
Re: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?
With multiple trains that can arrive with different items, now there is a problem. If, for example, I am requesting every kind of belt and underneathy and splitter and chest and pipe and assembler and miner and so on, and the first 5 items that the filter inserter happens to select are the yellow b...
- Fri Mar 29, 2024 3:11 pm
- Forum: Not a bug
- Topic: [1.1.104] Decider combinator Output input count uses wrong value on Each
- Replies: 7
- Views: 597
Re: [1.1.104] Decider combinator Output input count uses wrong value on Each
The implicit add/multiply of the current 1.1 decider combinator is not very useful with the case in the OP (output=input count), but it's very useful with using output=1, because this way it counts the number of matching signals. This can be used to check an AND combination between an arbitrary numb...
- Fri Mar 29, 2024 12:25 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 14667
Re: Friday Facts #404 - Frustration not found
About grid positioning in blueprints: I always tried (in vain) to drag the red flag in the blueprint to move the center to where I want it. For me, this is the most intuitive way to adjust the position while being in the blueprint editor. Isn't that possible to implement?