Search found 460 matches
- Thu Mar 15, 2018 9:17 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.16.30] Splitter behaving differently
- Replies: 5
- Views: 2780
Re: [kovarex] [0.16.30] Splitter behaving differently
Yeah, but removing the loop make input taken unevenly, I see it's game behavior. I will try to do that another way. use an arithmetic combinator to control that. balanced_unloading.png 0eNrdWU1zmzAQ/SsdnaFFEhjbhx76H3rqdDwybGNNQDBCZJLJ8N8r4TZ2ZS+RcqOXZIRgeXr78XbxKzk2I/RaKkP2r0RWnRrI/scrGeSDEo27Zl56I...
- Thu Mar 15, 2018 5:53 pm
- Forum: Gameplay Help
- Topic: [0.16.30] Feeding from inserter make gap
- Replies: 18
- Views: 7345
Re: [0.16.30] Feeding from inserter make gap
if you put a 3x3 balancer after what impetus maximus sugested you will get a perfectly balanced input/output. depending on your setup it may even suffice to put two splitters in the 3-lane bus connecting 1 to 2 and 2 to 3. No it still don't work, 3x3.jpg but as a dev answer in my bug report. The cu...
- Thu Mar 15, 2018 5:37 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.16.30] Splitter behaving differently
- Replies: 5
- Views: 2780
Re: [kovarex] [0.16.30] Splitter behaving differently
Yeah, but removing the loop make input taken unevenly, I see it's game behavior. I will try to do that another way.
One question though, why there is no problem with the one fed from loader as it's the same balancer ?
Thanks for the answer.
One question though, why there is no problem with the one fed from loader as it's the same balancer ?
Thanks for the answer.
- Thu Mar 15, 2018 7:56 am
- Forum: Gameplay Help
- Topic: [0.16.30] Feeding from inserter make gap
- Replies: 18
- Views: 7345
Re: [0.16.30] Feeding from inserter make gap
Output belt can be used unevenly and I still want an even use of all input belt (to minimize train time at station).
- Wed Mar 14, 2018 6:30 pm
- Forum: Gameplay Help
- Topic: [0.16.30] Feeding from inserter make gap
- Replies: 18
- Views: 7345
Re: [0.16.30] Feeding from inserter make gap
I made a save to reproduce the issue using only vanilla 0.16.30 and made a bug report. We will see what devs say about it.
viewtopic.php?f=7&t=58725
viewtopic.php?f=7&t=58725
- Wed Mar 14, 2018 6:28 pm
- Forum: Won't fix.
- Topic: [kovarex] [0.16.30] Splitter behaving differently
- Replies: 5
- Views: 2780
[kovarex] [0.16.30] Splitter behaving differently
Hello Haven't play factorio for months, I saw some weird behavior from my train unloading balancer. I use 12 belts that get merged two by two to form 6 lane that get balanced into only 3. Because 3 is slower than 6, the 6 input belt are use only half so back up. That way balancer have 6 full belt co...
- Wed Mar 14, 2018 7:49 am
- Forum: Gameplay Help
- Topic: [0.16.30] Feeding from inserter make gap
- Replies: 18
- Views: 7345
Re: [0.16.30] Feeding from inserter make gap
Oh, I forgot to mention : input must be taken equally as long as both side of output belt are used equally (train unloader). Getting rid of the top loop create two problem : Input are taken inequally Still Gap because only 1 belt and a half go to the rigth splitter. setup no loop.jpg Still thanks fo...
- Tue Mar 13, 2018 9:31 pm
- Forum: Gameplay Help
- Topic: [0.16.30] Feeding from inserter make gap
- Replies: 18
- Views: 7345
[0.16.30] Feeding from inserter make gap
Hello I have that problem since early in 0.16. I waited for the belt problem in general to be fixed and as I understand it should be for now. I feed the wiki's 6 to 3 balancer with 12 stack inserter making the 6 input belt full but the output have gap. The same balancer feeded with 6 full belt using...
- Fri Feb 23, 2018 11:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133934
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
A few people have posted 0.16 updates in this thread, is anyone planning on maintaining a 0.16 fork on the mod portal? I'd like to include S.C.T. in my modpack, and it works best for save game syncing if all mods are on the portal. From the lack of response from Uberwaffe I'm assuming he's lost int...
- Sat Jan 20, 2018 10:39 am
- Forum: General discussion
- Topic: Indev computer item?
- Replies: 1
- Views: 1450
Re: Indev computer item?
It's a campaign related item. No use.
- Sun Jan 14, 2018 2:40 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1010008
Re: [0.15] Sea Block Pack 0.1.7
is there any schedule when newly updated sea block pack for 0.16 goes from playtest to stable? I tried it and I really like the progression in early game. I also think maybe SCT can be left out too :) SCT do bring something with it's own recipe for research pack. More different resources with sligt...
- Sat Jan 13, 2018 2:18 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384567
Re: Development and Discussion
I updated SCT to be able to use the bio token in SCT lab. You can grab the update here.Zephyrinius wrote:Is the latest bioprocessing compatible with science cost tweaker? I'm unable to put the bio processing science packs into my labs.
- Sat Jan 13, 2018 2:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133934
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
For people that want to be able to use logistics pack and the new bio token from angel, I took cartmen180's 0.16 release of SCT and added the bio token to all SCT lab and logistic to the last two lab. You can download the release here : ScienceCostTweaker_0.16.1.zip I haven't change the recipe to cr...
- Sat Jan 13, 2018 10:18 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1384567
Re: Development and Discussion
Is the latest bioprocessing compatible with science cost tweaker? I'm unable to put the bio processing science packs into my labs. SCT wasn't updated by the author since quite some time, so if angel added a new pack, no it wouldn't be compatible. The 0.16 release of SCT was only to make it compatib...
- Sun Jan 07, 2018 9:35 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531658
Re: [MOD 0.14] AAI Programmable Vehicles
Finally registered to report a bug with scanners: In "complex" setups, when removing the scanner the signal input and output terminals will remain and become unremovable: aai-remaining-terminal.png 0eNrtWluOozgU3UrJH/MVR9iEQKLullrVv7OCUQkRcFJWgUHGpDtTygJmH7OyWcnYIW8wYEiq01L/VAmwj6/vub4v5x...
- Sat Jan 06, 2018 2:59 pm
- Forum: General discussion
- Topic: Battery Size and Research Productivity Bonus
- Replies: 6
- Views: 2698
Re: Battery Size and Research Productivity Bonus
When I loaded your game and looked into the chat I saw that command to edit the bonuses were used : edited directly..jpg Those command were also used to edit the bonus on other forces. I don't looked much further since I don't have time now. I will look into the replay later but I think it was comma...
- Fri Jan 05, 2018 11:18 pm
- Forum: General discussion
- Topic: Battery Size and Research Productivity Bonus
- Replies: 6
- Views: 2698
Re: Battery Size and Research Productivity Bonus
Thanks for the reply. I should have mentioned that we are all on vanilla. No mods whatsoever. It's also no Scenario or PvP world. Just a normal world we used commands to make forces, so everybody could build his very own base. When no mods, those two bonus shouldn't appear as they should be zero. E...
- Fri Jan 05, 2018 7:58 pm
- Forum: General discussion
- Topic: Battery Size and Research Productivity Bonus
- Replies: 6
- Views: 2698
Re: Battery Size and Research Productivity Bonus
Those two are moddable bonus. Vanilla game don't provide a way to change them (like researching to increment). It's one of the few things that only exist for modding/scenario purpose like grid in vehicle, equipment to be immune to belt, expensive technology map option. Mods for battery only : https:...
- Fri Jan 05, 2018 7:33 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 345479
Re: Friday Facts #224 - Bots versus belts
Bots are boring. It is satisfying (and fun) to make belt based production chain, even more when you try some specific thing like filling a blue belt with assembler, beacon and modules (speed+prod). Using bot is only a matter of laying roboport, assembler+request/passive storage and having a good bot...
- Thu Dec 28, 2017 12:26 pm
- Forum: General discussion
- Topic: Dev team should set up a Ko-Fi
- Replies: 3
- Views: 2126
Re: Dev team should set up a Ko-Fi
Ko-Fi use paypal last time I checked and paypal is more trouble than it's worth, so I don't recommend using it.
Better buy another copy and send a tip with it if you want. If you don't have anyone to gift the copy to, do a giveaway.
Better buy another copy and send a tip with it if you want. If you don't have anyone to gift the copy to, do a giveaway.