Search found 1028 matches

by quyxkh
Fri Jan 05, 2018 8:18 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 346362

Re: Friday Facts #224 - Bots versus belts

Aren't bots necessary to keep max-boost assemblers running? As it is now there's lots of things that you can juuuust barely manage to keep running with bot-fed/drained chests, if belts can't be avoided everything's going to slow to a crawl, no?
by quyxkh
Thu Jan 04, 2018 3:19 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Rate my smelting setup
Replies: 4
Views: 7006

Re: Rate my smelting setup

Five of that should exactly fill six belts, that's a really nice use of space there, plus the duplication will get you good reuse on the beacons. Kudos.
by quyxkh
Wed Jan 03, 2018 5:28 pm
Forum: General discussion
Topic: Defending your base is just to easy!
Replies: 123
Views: 36021

Re: Defending your base is just to easy!

So, there's more than enough firepower to make a full-auto defense, you can play with lots of different kinds of weapons but once you understand how things work fighting and expansion isn't hard at all, and by endgame it's not even really a factor (especially now with the artillery turrets). Okay. C...
by quyxkh
Tue Jan 02, 2018 9:32 pm
Forum: Mods
Topic: [MOD 0.16] Item Grouping
Replies: 2
Views: 1318

Re: [MOD 0.16] Item Grouping

I've added the options UI translations from 15.40, thanks to Wube for the permission.
by quyxkh
Tue Jan 02, 2018 9:27 pm
Forum: Ideas and Suggestions
Topic: Concurent autosave
Replies: 11
Views: 3657

Re: Concurent autosave

Oh, cool. I was looking for "auto" and "save", so i missed

Code: Select all

; non-blocking-saving=false
btw, that setting is in the default config twice with different defaults shown.
by quyxkh
Tue Jan 02, 2018 8:39 pm
Forum: Minor issues
Topic: [0.16.12] Traceback via pcall
Replies: 3
Views: 1894

Re: [0.16.12] Traceback via pcall

I use pcall for user-supplied console commands, I run them in an environment with handy stuff like `p` as the player, `e` as the selected entity, `b1`, `b2` etc as inventories, ...
by quyxkh
Tue Jan 02, 2018 8:34 pm
Forum: Ideas and Suggestions
Topic: Concurent autosave
Replies: 11
Views: 3657

Re: Concurent autosave

I don't think this solution would be feasible - either your map is small and is saved within a second, or it is big and can't be simulated at fast speed - in lot of cases not even real-time speed. On UNIX versions of 0.16 (Linux and MacOS) there is an experimental option to enable asynchronous savi...
by quyxkh
Sun Dec 31, 2017 11:37 pm
Forum: Ideas and Suggestions
Topic: Focus textbox upon rename dialog
Replies: 5
Views: 1175

Re: Focus textbox upon rename dialog

Rseding91 wrote:FYI: right click focuses and clears most text boxes in the game.
Put this in the tips. No idea how many hundreds of hours I've got in, I didn't know this.
by quyxkh
Sun Dec 31, 2017 4:18 am
Forum: Gameplay Help
Topic: One counter for multiple signals
Replies: 2
Views: 1026

Re: One counter for multiple signals

Each+0⇒Each with an output post wired back to the input will accumulate all outputs on that wirewired to that combinator's inputs..
by quyxkh
Fri Dec 29, 2017 8:26 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Max-moduled stone brick smeltery
Replies: 30
Views: 12280

Re: Max-moduled stone brick smeltery

If the belt's compressed, you should get nine full item slots for every nine item slots. The bottom belt segment is the input/activation detector template, the top segment is the delivered-item pulse meter template, they're there to make settings copy/paste convenient. So it counts (with reduced-fra...
by quyxkh
Fri Dec 29, 2017 6:39 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Max-moduled stone brick smeltery
Replies: 30
Views: 12280

Re: Max-moduled stone brick smeltery

If you change your viewpoint a bit, that's what that circuit counts. The actual counting is a small fraction of it, 6/33 combinators (the lower-left six) to count up +ve-full-lane-slots-delivered and -ve-lane-slots-delivered, 16 to keep track of the last low-water mark on the difference—making it ab...
by quyxkh
Thu Dec 28, 2017 11:59 pm
Forum: Modding discussion
Topic: Getting into playing with mods
Replies: 2
Views: 1346

Re: Getting into playing with mods

I really like a challenge where defending your base is a top priority. Maybe even a hardcore mode.
Rampant AI might satisfy that all by its onesies.
by quyxkh
Thu Dec 28, 2017 3:04 am
Forum: Show your Creations
Topic: Sushi Belt Madness
Replies: 8
Views: 4131

Re: Sushi Belt Madness

I am not worthy to comment on this, so I'll comment on that instead.
by quyxkh
Wed Dec 27, 2017 4:50 pm
Forum: Not a bug
Topic: [Twinsen] [16.7] Circuit Network on belts
Replies: 22
Views: 5190

Re: [Twinsen] [16.7] Circuit Network on belts

0eNqdVl2voyAQ/S88641g7YcP+0c2N4bqtCVBMIC92zT+9wW9a7u9NB371MrAOWfOAMOV7GUPnRHKkfJKRK2VJeXvK7HiqLgMY+7SASmJcNCShCjehi9nuLKdNi7dg3RkSIhQDfwhJR2Sl4tBQu2MqFNQYI6X1JODOfAa7nDY8JkQUE44AZOi8eNSqb7dg/FECLiEdNp6BK2CFo+aZh9FQi7+D/0oPFkjjF87xtdB+AMHmzlsy6VMZ6ZOyxh6PmJnQwQqXwbFniOtZiShLBifa0TJalzPXqdY4NHoa7T1Hd...
by quyxkh
Mon Dec 25, 2017 9:34 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Slow Combinators for UPS
Replies: 9
Views: 3996

Re: Suggestion: Slow Combinators for UPS

[...]24 steel chests, each one connected through red wires to an arithmetic combinator to divide the contents by 24, which is sent to 24 inserters, who insert into the chest if the quantity in their respective chest (connected by green wire) is less than the average value[...] Just a note, imho tha...
by quyxkh
Sun Dec 24, 2017 9:56 pm
Forum: Ideas and Suggestions
Topic: Altering respawn points (medcenter)
Replies: 4
Views: 4246

Re: Altering respawn points (medcenter)

Code: Select all

   /c game.player.force.recipes['player-port'].enabled = true
and/or for one-off use

Code: Select all

    /c game.player.insert{name='player-port'}
by quyxkh
Tue Dec 19, 2017 4:26 pm
Forum: Gameplay Help
Topic: How do I create entity with an item inside?
Replies: 2
Views: 905

Re: How do I create entity with an item inside?

Add `.insert{name='construction-robot'}` on the end.
by quyxkh
Mon Dec 18, 2017 6:26 pm
Forum: Ideas and Suggestions
Topic: Only replace different belt types if they are the same tier
Replies: 14
Views: 4916

Re: Only replace different belt types if they are the same tier

I really really like the "change type or change tier or change orientation, but not multiple different kinds of change at once" option, that seems to fix all the cases that used to be a little frustrating without adding new ones.
by quyxkh
Mon Dec 18, 2017 3:58 pm
Forum: Ideas and Suggestions
Topic: infinity chest, yay! . . . indestructible and no recipe, ???
Replies: 0
Views: 1401

infinity chest, yay! . . . indestructible and no recipe, ???

Setting up test rigs is a convenience, right? Why make using infinity chests harder than a `/c game.player.force.enable_all_recipes()`? Specifically, shooting chests you don't want is pretty ordinary behavior when you're done with them and already have a full stack in inventory due to cheat_mode's a...
by quyxkh
Sat Dec 16, 2017 6:27 pm
Forum: Mods
Topic: [MOD 0.16] Item Grouping
Replies: 2
Views: 1318

[MOD 0.16] Item Grouping

Item Grouping - restore UI access to the item grouping/subgrouping behavior Name: Item Grouping Version: 0.1.2 Factorio-Version: 0.16+ Description: 0.16 removed UI access to the toggles for item grouping and subgrouping in selection displays. This adds the options back as per-player mod settings, w...

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