Search found 112 matches

by computeraddict
Thu Feb 01, 2024 9:15 am
Forum: Gameplay Help
Topic: Steam turbines issue
Replies: 2
Views: 333

Re: Steam turbines issue

This is probably going to be impossible to diagnose without pictures.
by computeraddict
Mon Jan 29, 2024 1:25 pm
Forum: Balancing
Topic: Blue Science Crafting Time
Replies: 12
Views: 1612

Re: Blue Science Crafting Time

Crafting time per science pack of Blue/Chemical Science packs are out of order compared to the rest. Red 5s Green 6s Grey 5s Blue 12s Purple 7s Yellow 7s Just cut the craft time in half to make it in-line with the rest. I'd like to push back on this idea. I think blue having a large crafting time i...
by computeraddict
Mon Jan 29, 2024 7:22 am
Forum: Ideas and Suggestions
Topic: Improve inserter circuit network counting control when picking up from belts
Replies: 3
Views: 331

Re: Improve inserter circuit network counting control when picking up from belts

Does it still do the same when you set the hand read mode to "hold"?
by computeraddict
Tue Jan 23, 2024 10:01 am
Forum: Gameplay Help
Topic: Can't create blast furnace
Replies: 6
Views: 716

Re: Can't create blast furnace

You can see from the attachments that to make blast furnace you need clay brick. to make clay brick you need Lime which can be done in a blast furnace and blast furnace require clay bricks to made.Screenshot 2024-01-23 at 03.32.23.pngScreenshot 2024-01-23 at 03.32.11.pngScreenshot 2024-01-23 at 03....
by computeraddict
Mon Jan 22, 2024 2:18 pm
Forum: Gameplay Help
Topic: Logic network long(ish) expressions
Replies: 33
Views: 2507

Re: Logic network long(ish) expressions

It can be done in 10. Try leveraging the fact that wires are a free addition as much as possible. I think you'll need 8 decider combinators for the threshold expressions. After that, though, you'll only need two deciders. For each threshold condition have them output 1 of a signal unique to its OR g...
by computeraddict
Sun Jan 21, 2024 8:22 pm
Forum: Gameplay Help
Topic: How to request correct train at stations that accept multiple types of goods
Replies: 7
Views: 625

Re: How to request correct train at stations that accept multiple types of goods

You can also do the trick of one station right after another for up to three stations and control them with local circuits. There will be four tiles of overlap between the cars of each with two stations and two tiles of overlap with three. It's a bit jank but doesn't require global circuits or mods.
by computeraddict
Sat Jan 20, 2024 10:35 pm
Forum: Ideas and Suggestions
Topic: let refineries/chemplants/boiler be fastreplaceable with itself
Replies: 5
Views: 967

Re: let refineries/chemplants/boiler be fastreplaceable with itself

P1tta wrote: ↑
Sat Jan 20, 2024 8:40 pm
with the last fff - is this being considered or maybe already included in the 2.0 branch?
I don't think anyone figured out what you were asking for the first time around. Were you asking for being able to rotate a building by building another of the same over it?
by computeraddict
Tue Jan 09, 2024 10:54 pm
Forum: Ideas and Suggestions
Topic: Electric mining drill circuit output 1 count option
Replies: 1
Views: 292

Re: Electric mining drill circuit output 1 count option

If you can guarantee which miner will run out last you could count active miners by taking its output on a separate wire, converting just that one to a math-only symbol, and divide the summed outputs of the whole field by it. The problem of course is that this could quite easily overflow the signal ...
by computeraddict
Mon Jan 08, 2024 2:05 pm
Forum: Questions, reviews and ratings
Topic: Ingredient tree mod?
Replies: 3
Views: 462

Re: Ingredient tree mod?

I'd point you towards Helmod or Factory Planner. They're not exactly what you're looking for but what you want is a subset of their features.
by computeraddict
Sun Jan 07, 2024 11:11 pm
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 34
Views: 7903

Re: "Read Chest contents" - Indicate if empty

someone1337 wrote: ↑
Sun Jan 07, 2024 8:00 pm
Show me where you would put that one decider per chest in my first screenshot.
For the ore just stick them in next to the train. There's an entire free column there.

If you wanted to do it for plates too you can lose the lamps.
by computeraddict
Sun Jan 07, 2024 6:35 pm
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 34
Views: 7903

Re: "Read Chest contents" - Indicate if empty

First, I think you should redesign to avoid asymmetric drain.

Second, you can get what you want from a decider with "everything = 0, output 1 placeholder" attached to each chest or set of chests you're interested in.
by computeraddict
Sun Dec 31, 2023 7:44 am
Forum: Angels Mods
Topic: How big is a fish??
Replies: 5
Views: 790

Re: How big is a fish??

A base level tank car fills up with 25,000 fluid. I don't know if this is well defined anywhere, but I think it is reasonable to treat 1 fluid as 1 liter. A real life tank car starts in the 20,000 liter range and gets bigger (much like AngelBob tank cars) A single Factorian Fish squishes down to 20...
by computeraddict
Sun Dec 17, 2023 8:05 pm
Forum: General discussion
Topic: Train 2.0 question
Replies: 22
Views: 2803

Re: Train 2.0 question

Without version 2 to play with I can't be sure, but I think this would work. 1) Have all generic loading stations disabled by circuit logic unless they have one train's worth of cargo ready to load. 2) have a depot full of trains waiting to service any stations that are ready to load a train. 3) lo...
by computeraddict
Sun Dec 17, 2023 2:40 am
Forum: Outdated/Not implemented
Topic: Diminishing returns on parallel research
Replies: 12
Views: 1464

Re: Diminishing returns on parallel research

The research cost (which is essentially dictating the pace of the game = how fast you'll have access to new machines and options) is hard to properly calibrate for all games : - Either it's too high and it's frustrating to wait a long time for new research to unlock - Or it's too low and you discov...
by computeraddict
Sun Dec 17, 2023 12:23 am
Forum: General discussion
Topic: Train 2.0 question
Replies: 22
Views: 2803

Re: Train 2.0 question

I am not building 100 more trains just so that after 99 trains block all iron mines, iron input depots, iron unload stations, coal mines, coal input depots, coal unload stations, stone mines, stone input depots and stone unload stations I still have 1 train available to transport some copper :lol: ...
by computeraddict
Sat Dec 16, 2023 11:11 pm
Forum: General discussion
Topic: Train 2.0 question
Replies: 22
Views: 2803

Re: Train 2.0 question

This question appears to boil down to "how do I balance trains to loading stations when I have fewer trains than the sum of all loading stations' train limits?" The answer is obvious once you reframe the question like this. Add more trains. Saturate your rail network. Empty trains waiting ...
by computeraddict
Thu Dec 14, 2023 11:02 pm
Forum: Ideas and Suggestions
Topic: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced
Replies: 42
Views: 4211

Re: The Productivity Cap and why the FFF #375 recycler shouldn't be introduced

Epb7304 wrote: ↑
Wed Dec 13, 2023 4:23 am
we would very quickly reach the incredibly low cap of 300% productivity
I would hardly call 20-30 levels of infinite research per recipe "very quickly"
by computeraddict
Tue Dec 05, 2023 11:27 pm
Forum: Modding help
Topic: Hwo to detect if 2 train stops are connected?
Replies: 5
Views: 591

Re: How to detect if 2 train stops are connected?

mrvn wrote: ↑
Tue Dec 05, 2023 8:42 pm
And there are only 32 bits for the network ID limiting one to 32 islands at most before things break down.
I haven't used LTN, but 32 bits should allow for 2^32 networks, no?
by computeraddict
Tue Dec 05, 2023 1:00 am
Forum: Not a bug
Topic: [1.1.94] Train pathing anomaly
Replies: 3
Views: 651

Re: [1.1.94] Train pathing anomaly

Question : From the above I don't see where the 5 minute wait comes from. Is it possibly keeping a counter for the number times it completes the 30 second timeout without moving and if it reaches a threshold (10 loops) calculates the path penalties differently or chooses the next lower penalty path...

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