Search found 988 matches

by siggboy
Wed Oct 12, 2016 9:30 pm
Forum: General discussion
Topic: Steam summer sale and factorio
Replies: 52
Views: 76534

Re: Steam summer sale and factorio

There is no reason why a product like Factorio should lose temporarily some of its value. Discounting something means "We know we're regularly selling this for too much, so we lower the price for a few days so that those who won't pay the excessive price we usually charge can buy the product f...
by siggboy
Wed Oct 12, 2016 7:05 pm
Forum: General discussion
Topic: Steam summer sale and factorio
Replies: 52
Views: 76534

Re: Steam summer sale and factorio

I thank you for your explicit price guarantee, and look forwards to seeing the game *never* reduce in price, lest you invite legal action from every existing customer. That doesn't sound like a great long term plan to me. :P I'm pretty sure there is no grounds for "legal action" against W...
by siggboy
Sun Oct 09, 2016 6:39 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

You can reset the registers in any order. I recommend to disconnect the outpost from the red wire bus before you do it. There is no straightforward way to add a "green light" to the outposts, because there are many ways in which the status might be "not OK", so it's not something...
by siggboy
Sat Oct 08, 2016 3:34 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

Ah! you guys pointed me in a the right direction! It was all do to a mod (LateUpgrades) that allowed to increase the item count a inserter can grab. I was at 16 items at a time and that gradually unbalanced the count at the requester station till it past the -500 item mark I had set for requesting ...
by siggboy
Thu Oct 06, 2016 6:20 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

doxsroxs wrote:Hover your mouse over the combinators in the station. One combinator with a green wire connected to itself is likely containing a large positive value for your resource, this prevents the station from requesting more resources.
That's a very good guess. I, too, recommend you check this.
by siggboy
Wed Oct 05, 2016 11:38 pm
Forum: Combinator Creations
Topic: Resource depletion detector
Replies: 28
Views: 16045

Re: Resource depletion detector

If the belt is empty the lamp will turn on or trigger an sr-latch. No fancy combinator-magic required ;) OK, so now you have a light that is burning at your outpost when it is close to depleted. How does that help you determine the status of remote outposts? You need to transmit the information to ...
by siggboy
Wed Oct 05, 2016 10:49 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

Place the Depot (and maybe disable D=1 while I build), setting train size to 4 The value "D=1" is in a constant combinator and you can have that enabled while you build things. It makes no sense to ever disable it, because it holds the station number of the Depot, which is usually "1...
by siggboy
Mon Oct 03, 2016 9:38 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

Any ideas? As your provider you use the old version, which does "Everything > 0" in the decider (register). This will break if any signal on the red wire is negative while the protocol is running (the register will then not hold any value). You need to use the version that does "E = ...
by siggboy
Fri Sep 30, 2016 8:17 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 91255

Re: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons

vanatteveldt wrote:Compact design for a plutonium breeder (for warheads)
One should mention that Plutonium can also be turned into Alien Science Beakers, which is maybe even more useful than warheads.
by siggboy
Fri Sep 30, 2016 8:14 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

Don't worry about it, I've made all these mistakes myself :).
by siggboy
Thu Sep 29, 2016 10:53 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

Hey Siggboy, Hit another stumbling block, everything running smooth. just installed my 22nd station, the refinery. added to smart trains, only shows in the one train i updated it in itinery (the one on the left in the depot) The individual train schedules are updated, by the SmartTrains mod, when a...
by siggboy
Thu Sep 29, 2016 8:14 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

Thanks! Is there any limit on how many trains can be in the network? My guess is 10. 10 trains is nothing, even if it's only 2-wagon trains and your train network is crappy that's still a piece of cake. I've run 20 on a map in 0.12 and it could have been many more. The depot can easily launch 1 tra...
by siggboy
Thu Sep 29, 2016 2:01 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

Thanks for the creation anyway.. had a lot of fun using it, even with a few minor glitches (on occasion I've had a train try to go direct to depot from an outpost, but not sure why). With the latest version I couldn't find any more glitches that were due to an error in the circuit. When something &...
by siggboy
Tue Sep 27, 2016 8:00 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

If it's about running oil, then there are easier solutions for that. It was... my ore trains are 1-4-1 with regular wagons, and my oil trains are 1-2-1 with Rail Tankers.. I want to manage oil the same way as the ores, so I was thinking about running oil over the green wire. You said there's an eas...
by siggboy
Tue Sep 27, 2016 3:02 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

The odd thing is i noticed the combinators at the top are not cycling through the resources to check. Yes, that's because the value "G=x" is missing as explained a few posts above in response to turkish25. Actually that is my mistake because it's missing from the blueprint (from https://f...
by siggboy
Tue Sep 27, 2016 9:42 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

Is there an easy way to convert this to a green network? I'm using the "new" version linked in the post, and I'm now at the situation where I'd like a second train network, and linking it to green seemed like the logical choice.. I don't really understand how it's all setup under the hood...
by siggboy
Mon Sep 26, 2016 8:35 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

Dumb question. What would be the reason a the depot train stations from your demo would not show "trainlines" when I load the blueprints to my game? I get stuck here as I cant find the rules to edit in "Save the train line in the SmartTrains UI. Set the rule "go to signal #"...
by siggboy
Mon Sep 26, 2016 4:01 pm
Forum: Combinator Creations
Topic: Simple hysteresis with two combinators
Replies: 12
Views: 30741

Re: Simple hysteresis with two combinators

Here's a different design towards the same end: https://forums.factorio.com/viewtopic.php?f=6&t=28899&start=50#p189046 This design is very similar to a Schmitt Trigger you would build with an Op-Amp and some resistors, in an actual digital circuit. XKnight has also posted a solution in that ...
by siggboy
Mon Sep 26, 2016 3:57 pm
Forum: Show your Creations
Topic: Factorio Player Health on LED strip
Replies: 12
Views: 17187

Re: Factorio Player Health on LED strip

I love this.
raid wrote:@Factorio Team: Thanks a LOT for leaving in the symbol names in the Linux binary <3
Probably you've just reminded them to invoke "strip" in their build script for release builds :mrgreen:
Enjoy it while you can, I'd say, hehe.
by siggboy
Mon Sep 26, 2016 3:42 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 176412

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

Cool, thx. Hope this has worked... The Coal provider to the coal power station is the first one i rigged that works. OK, it was a very simple fix. First of all, let me say you did a fine job with setting it all up, it seems you know enough about the setup to actually run it without much problemerin...

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