Search found 460 matches

by Neemys
Thu Mar 15, 2018 9:17 pm
Forum: Won't fix.
Topic: [kovarex] [0.16.30] Splitter behaving differently
Replies: 5
Views: 4094

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 ...
by Neemys
Thu Mar 15, 2018 5:53 pm
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 10739

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 ...
by Neemys
Thu Mar 15, 2018 5:37 pm
Forum: Won't fix.
Topic: [kovarex] [0.16.30] Splitter behaving differently
Replies: 5
Views: 4094

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.
by Neemys
Thu Mar 15, 2018 7:56 am
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 10739

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).
by Neemys
Wed Mar 14, 2018 6:30 pm
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 10739

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
by Neemys
Wed Mar 14, 2018 6:28 pm
Forum: Won't fix.
Topic: [kovarex] [0.16.30] Splitter behaving differently
Replies: 5
Views: 4094

[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 ...
by Neemys
Wed Mar 14, 2018 7:49 am
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 10739

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 ...
by Neemys
Tue Mar 13, 2018 9:31 pm
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 10739

[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 ...
by Neemys
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: 178746

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 ...
by Neemys
Sat Jan 20, 2018 10:39 am
Forum: General discussion
Topic: Indev computer item?
Replies: 1
Views: 1945

Re: Indev computer item?

It's a campaign related item. No use.
by Neemys
Sun Jan 14, 2018 2:40 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1402270

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 ...
by Neemys
Sat Jan 13, 2018 2:18 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2223279

Re: Development and Discussion

Zephyrinius wrote:Is the latest bioprocessing compatible with science cost tweaker? I'm unable to put the bio processing science packs into my labs.
I updated SCT to be able to use the bio token in SCT lab. You can grab the update here.
by Neemys
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: 178746

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 ...
by Neemys
Sat Jan 13, 2018 10:18 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2223279

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 ...
by Neemys
Sun Jan 07, 2018 9:35 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 746104

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 ...
by Neemys
Sat Jan 06, 2018 2:59 pm
Forum: General discussion
Topic: Battery Size and Research Productivity Bonus
Replies: 6
Views: 3738

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 ...
by Neemys
Fri Jan 05, 2018 11:18 pm
Forum: General discussion
Topic: Battery Size and Research Productivity Bonus
Replies: 6
Views: 3738

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 ...
by Neemys
Fri Jan 05, 2018 7:58 pm
Forum: General discussion
Topic: Battery Size and Research Productivity Bonus
Replies: 6
Views: 3738

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 ...
by Neemys
Fri Jan 05, 2018 7:33 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 570408

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 ...
by Neemys
Thu Dec 28, 2017 12:26 pm
Forum: General discussion
Topic: Dev team should set up a Ko-Fi
Replies: 3
Views: 2929

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.

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