+1
3 signals: input prio, output prio and filter
Search found 883 matches
- Mon Jan 29, 2018 1:25 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 17497
- Sun Jan 28, 2018 10:18 am
- Forum: Ideas and Suggestions
- Topic: Add a space saving"circuit box" for combinator setups
- Replies: 18
- Views: 5222
Re: Add a space saving"circuit box" for combinator setups
I very much like this idea. FYI: If this idea gets implemented one day and it takes a while, or it does not get implemented ever, you might want to take a look at the mod "real estate" and similar mods. https://mods.factorio.com/mod/Free_Real_Estate_fix https://mods.factorio.com/mod/Factor...
- Sun Jan 28, 2018 9:48 am
- Forum: Ideas and Suggestions
- Topic: Show tile grid below buildings instead of above.
- Replies: 16
- Views: 4495
Re: Show tile grid below buildings instead of above.
From a modding perspective, it would be cool, if mods could bring in their own UI improvements to the placing mode. .... if the modding API would allow to display colored overlays (in your case "under"lays) or colored lines if conditions are met or something triggers. A mod introduces an i...
- Sun Jan 28, 2018 9:35 am
- Forum: Show your Creations
- Topic: Ore splitter
- Replies: 15
- Views: 8917
Re: Ore splitter
this is possibly due to a known bug:impetus maximus wrote:the priority, non-filter splitters are not spilling over either.
viewtopic.php?f=182&t=56924
where this demonstrates the bug very clearly:
https://gfycat.com/GrimyOblongCaterpillar
Could this be the cause in your case?
- Sat Jan 27, 2018 11:22 pm
- Forum: Show your Creations
- Topic: Ore splitter
- Replies: 15
- Views: 8917
Re: Ore splitter
read the part that is labeled "belt buffs" https://www.factorio.com/blog/post/fff-225 kovarex stated explicitly that the filtered items will not spill on the unfiltered belt. this was kind of odd to me too, when i read it. but later i thought, that the filter splitter is not intended to fi...
- Sat Jan 27, 2018 10:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.16.17] Priority splitter can stop unblocked lane
- Replies: 13
- Views: 7398
Re: [kovarex] [0.16.17] Priority splitter can stop unblocked lane
I assume this bug is a result of the belt optimizations in conjunction with the new priority splitters. The lanes on the optimized belts do treat compressed items on them not individually but each sequence of compressed items as one "sequence". There is one calculation per sequence and not...
- Thu Jan 25, 2018 1:33 am
- Forum: Ideas and Suggestions
- Topic: Diesel. Liquid fuel instead of solid fuel
- Replies: 50
- Views: 15190
Re: Omni-liquid Fuel Burning for Vehicles
the realistic thing that would happen is, that the player drives or walks there and picks the train up. the other realistic thing would be, that your train never runs out of water, as the player always keeps it filled with water, the same way as it is always kept fueled.
- Mon Jan 22, 2018 9:13 am
- Forum: Ideas and Suggestions
- Topic: nerf bots with additional maintenance costs
- Replies: 12
- Views: 4526
Re: nerf bots with additional maintenance costs
I like the idea. Bots have resource maintenance costs. I add my own ideas now: - The maintenance costs have a fixed and a variable part. The fixed part has to be paid for every existing bot, also if just idling in a roboport. The variable part is incurred when bots are working. Because of the fixed ...
- Mon Jan 22, 2018 1:19 am
- Forum: Ideas and Suggestions
- Topic: Accumulator charge % in Electric network info
- Replies: 7
- Views: 3588
Re: Accumulator charge % in Electric network info
Or, maybe something different - possibility to output ANY logic signal into some kind on panel from Combinator. Each Combinator should have such checkbox. When checked, it shows it's output in the panel, in graph form. As Acumulator already has signal output, You just connect it to this Combinator ...
- Mon Jan 22, 2018 1:16 am
- Forum: Ideas and Suggestions
- Topic: Give the permissions system and GUI a buff
- Replies: 9
- Views: 3111
Re: Give the permissions system and GUI a buff
Hi Bilka, yes you are right. And it was you, who answered that question of mine. Though "Not very helpful" is just two levels above "not existent". :) In that part of the range of helpfulnes, from better to worse, the levels are: . . . not very helpful confusing not existent dece...
- Mon Jan 22, 2018 12:56 am
- Forum: Ideas and Suggestions
- Topic: Separate signals to/from red and green wires
- Replies: 70
- Views: 20287
Separate signals to/from red and green wires
TL;DR Signals can be distinguished by the wire color they are transmitted on. What ? In an entity generating or processing signals to or from the circuit network, these signals can be distinguished by the color of the wire they are sent to or are received from. Additionally it is possible to send a...
- Sun Jan 21, 2018 11:35 pm
- Forum: Ideas and Suggestions
- Topic: Give the permissions system and GUI a buff
- Replies: 9
- Views: 3111
Re: Give the permissions system and GUI a buff
I +1 this because i recently asked on the forum if there exists a documentation on the various permissions. The answer was: no.
- Sun Jan 21, 2018 11:15 pm
- Forum: Ideas and Suggestions
- Topic: Diesel. Liquid fuel instead of solid fuel
- Replies: 50
- Views: 15190
Re: Omni-liquid Fuel Burning for Vehicles
imo i the idea in general is interesting. but oil and gas not just as fuel for vehicles but as fuel for every entity, that burns fuel. then i can decide, if i want to depend on coal for my boilers or on oil. this can add some interesting complexity. pumps refuling vehicles is also interesting. 'can ...
- Sun Jan 21, 2018 11:02 pm
- Forum: Ideas and Suggestions
- Topic: Show tile grid below buildings instead of above.
- Replies: 16
- Views: 4495
Re: Show tile grid below buildings instead of above.
imo a visible grid would be helpful when in placing mode. how often have i misplaced assemblers just 2 tiles apart instead of 3, because i misjudged the visible gap? how often didn't i know the distance when building underground belts? several hundred times. with a grid shown, when having buildings ...
- Thu Jan 18, 2018 3:32 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373321
Re: Friday Facts #225 - Bots versus belts (part 2)
+5 repZarylo wrote: I have read some players stating that bots are an integral part of factorio.
They are not.
Neither are belts or trains.
Inserters are integral. You can use inserters as your sole transportation method.
And you can't use belts, bots or trains without them.
- Thu Jan 18, 2018 3:29 am
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 373321
@Kovarex, #BeltBuffs #OutputFilter
You wrote: "With the splitter filter, we have an easy way to reliably specify that an item that goes to the side and never gets to the other." If the filtered items on the side do not get used by the factory at the moment, and the splitter is filled with these items and there are a few of ...
- Thu Jan 11, 2018 3:53 pm
- Forum: General discussion
- Topic: Multiplayer Permissions Documentation
- Replies: 1
- Views: 1254
Multiplayer Permissions Documentation
Hi all, I am playing Factorio in multiplayer and I am hosting and administrating servers. And I have a good amount of work with griefers. I was looking for a documentation on the types of player permissions ("/permissions") but could not find any. Is there one? In the wiki I could not find...
- Sun Dec 24, 2017 4:22 am
- Forum: Ideas and Suggestions
- Topic: [SERVER] Protection vs Griefer
- Replies: 29
- Views: 10250
Re: [SERVER] Protection vs Griefer
Hi all, I have a new idea for an anti-griefer protection: Admins have the ability to protect an area on the map . In these areas only players with the ability to protect (other admins) can construct, deconstruct or destroy. All non-protected areas are open for all players. This way admins can protec...
- Sun Nov 05, 2017 1:44 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44282
Re: Friday Facts #215 - Multithreading issues
I just want to throw this at you: Is multithreading a first step to a multicore architecture of factorio?
If my observations are correct, then factorio runs on a single core. Though most computers have multicore processors today. Making factorio run on multiple cores would really speed things up.
If my observations are correct, then factorio runs on a single core. Though most computers have multicore processors today. Making factorio run on multiple cores would really speed things up.
- Wed Nov 01, 2017 2:29 am
- Forum: Ideas and Suggestions
- Topic: CODE: Optimize Robot Orders outside reach of Roboports
- Replies: 11
- Views: 3258
Re: CODE: Optimize Robot Orders outside reach of Roboports
I get the feeling, that it is very tempting to jump into coding and design questions. But what is the actual problem and feature request from the perspective of a user who has no knowledge about and does not make any assumptions about the implementation details? My try to distill it from your featur...