Search found 988 matches

by siggboy
Sun Sep 11, 2016 10:04 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 177777

Multiprovider (blueprint)

Here's my design for a multiprovider. It is a regular provider station with an additional circuit that sets the filter on the inserters so they will only load the item type which is currently requested from this provider. This is all done by the circuit next to the substation, if you remove this cir...
by siggboy
Fri Sep 09, 2016 11:23 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 177777

Re: Smart dynamic train deliveries with combinator Magick [0.13]

You can load balance with mixed belts, but only if the belts are sorted (that means one belt lane for each material, or the lanes need to be count-perfect, for example 1 copper 1 iron 1 copper 1 iron ... on a lane). If the belts are completely unsorted the balancer can slow down or even stop entirel...
by siggboy
Fri Sep 09, 2016 10:06 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28926

Re: [0.13] Make inserter stack bonus individually configurable

Yes but if you want moderate quantity of items, for example 100, you don't want that whole chest filling one by one. You want it to make use of the stack size bonus right up until those last few units. I have already described a very easy solution for that if the "value" of the filter sig...
by siggboy
Fri Sep 09, 2016 9:33 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 381667

Re: Combinators 101

You can average all the warehouses with a single combinator, and then you can enable the inserters to equalize. This still works even if you only load one of the warehouses. It doesn't really matter how many warehouses you use for loading and/or unloading, the inserters will always try to keep them ...
by siggboy
Fri Sep 09, 2016 7:16 pm
Forum: Gameplay Help
Topic: Why the existing WIKI ist not properly maintained?
Replies: 4
Views: 1900

Re: Why the existing WIKI ist not properly maintained?

The fact is the wiki is right now not up to date, and it could be if editors were allowed in. You can edit, you just have to apply for an account here (I think it's on the wiki sub-forum). The actual reason why the wiki is not maintained is because there are not enough people who want to maintain i...
by siggboy
Fri Sep 09, 2016 7:00 pm
Forum: Combinator Creations
Topic: Combinators 101
Replies: 109
Views: 381667

Re: Combinators 101

You can use a balancer on the loading side and also at the unloading side, as explained in the sticky thread "Balanced Buffer" (https://forums.factorio.com/23125). Such a balancer will only load the warehouses with fewer than the average item count, and it will only unload the warehouses w...
by siggboy
Fri Sep 09, 2016 6:55 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28926

Re: [0.13] Make inserter stack bonus individually configurable

Your "disable stacking" feature corresponds to a filter value of "1". If you need to disable the stack bonus in certain cases, you need to build logic for that, one way or another, and then you can just have that logic normalize the filter value to "1" if you want no st...
by siggboy
Fri Sep 09, 2016 3:30 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28926

Re: [0.13] Make inserter stack bonus individually configurable

The most powerful solution would be another circuit mode "Disable stacking". You have the option of having it always enabled by just saying something like [fish] = 0, but you might have a chest you want to fill with 100 items. Connect it to the chest, set it to disable stacking when item ...
by siggboy
Fri Sep 09, 2016 3:18 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 177777

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Good approach, I like it. You still have to do some manual numbering ("Unused 1", "Unused 2" etc.), but probably renaming twice is really safer than adding/removing.
by siggboy
Thu Sep 08, 2016 6:47 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 177777

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Yes, it would be very easy. The signals used at the provider and requester does not have to correspond to the items that are shipped. You can use anything you want to flag supply and demand.
by siggboy
Wed Sep 07, 2016 9:27 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 177777

Re: Smart dynamic train deliveries with combinator Magick [0.13]

Im really curious on how you solved the loading part. Im thinking separate buffers are needed to handle many materials, but I understand you have another idea? For a multiprovider you either need to split the buffer (for example, one side of the train for each product), or you load into requester c...
by siggboy
Wed Sep 07, 2016 7:44 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Effecient mining setup for robots
Replies: 17
Views: 64124

Re: Effecient mining setup for robots

Frightning wrote:I suppose, with 0.13 it's almost as easy, but that wasn't the case in 0.12.
It's the same kind of "easy" for 0.12 and 0.13. It has become faster in 0.13 beause of the inserter changes, but not in any way easier or harder.
by siggboy
Wed Sep 07, 2016 1:41 am
Forum: Gameplay Help
Topic: What are the priorities for the train leave conditions?
Replies: 21
Views: 5873

Re: What are the priorities for the train leave conditions?

I have made the suggestion in the post you quoted (why did you all quote it in full, BTW, not necessary). Also, these suggestions where discussed at LENGTH in the thread where the devs asked for feedback (with a poll) about what should be added to circuit networks. Connectable rails where also discu...
by siggboy
Wed Sep 07, 2016 1:36 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Quick-setup resizable mining outpost
Replies: 11
Views: 15471

Re: Quick-setup resizable mining outpost

What you've seen is due to the fact that the inserters load more than 1 item at a time, and the average values are rounded. That means the balancing will never be count perfect (unless you use non-stack inserters with no bonuses), but it will always be within a small margin of error around the actua...
by siggboy
Wed Sep 07, 2016 1:28 am
Forum: Gameplay Help
Topic: What are the priorities for the train leave conditions?
Replies: 21
Views: 5873

Re: What are the priorities for the train leave conditions?

I am not saying that it would be useful to have a NOT inactivity for 5 seconds. Although it might be useful when you have an oil outpost: don't leave until there where at least 10 seconds of loading. There's an option to have the train wait for x seconds and then leave (it's obviously going to &quo...
by siggboy
Wed Sep 07, 2016 1:10 am
Forum: Gameplay Help
Topic: What are the priorities for the train leave conditions?
Replies: 21
Views: 5873

Re: What are the priorities for the train leave conditions?

It's certainly not worth the trouble to add parenthesizing and an appropriate UI for it. As I've said before, the leave conditions don't really make train stations a lot more powerful than they were in 0.12. Even if you only had the "circuit condition" and the possibility to look into trai...
by siggboy
Tue Sep 06, 2016 9:24 pm
Forum: Gameplay Help
Topic: Getting past mid-game
Replies: 17
Views: 16112

Re: Getting past mid-game

Woah, that is some megabase. It's large, but it doesn't produce that much. 12k plates/minute is respectable, but in my opinion it's not a megabase. The base looks great and it's very neatly organized, but the lack of beacons really limits the potential output. The oil processing is neatly grouped, ...
by siggboy
Tue Sep 06, 2016 8:35 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 177777

Re: Smart dynamic train deliveries with combinator Magick [0.13]

How about adding a check to ensure inserters at provider stations are only active when a match has been made for delivery. That way they wont start to load resources into any train arriving. Could be handled via a counter just like we have today for the provider stations so they are once again disa...
by siggboy
Tue Sep 06, 2016 6:50 am
Forum: Gameplay Help
Topic: What are the priorities for the train leave conditions?
Replies: 21
Views: 5873

Re: What are the priorities for the train leave conditions?

I'd much prefer a few fixes to combinators (let's add "not equals" there, it's been missing for years), and adding stuff like "go to station" and a useful output port to train stations; and make rails connectable to read cargo wagons. The "leave conditions" on a train s...
by siggboy
Tue Sep 06, 2016 4:08 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Quick-setup resizable mining outpost
Replies: 11
Views: 15471

Re: Quick-setup resizable mining outpost

I've seen the other design in action. Due to being based on average storage it tends to go funny after a few uneven loads . Not that it matters much :) Well I don't know what you mean by "it goes funny". It just blocks the inserters that are in front of chests which have more than the ave...

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