Search found 1028 matches
- 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?
- 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.
- 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...
- 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.
- 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
btw, that setting is in the default config twice with different defaults shown.
Code: Select all
; non-blocking-saving=false
- 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, ...
- 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...
- 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
Put this in the tips. No idea how many hundreds of hours I've got in, I didn't know this.Rseding91 wrote:FYI: right click focuses and clears most text boxes in the game.
- 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..
- 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...
- 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...
- 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
Rampant AI might satisfy that all by its onesies.I really like a challenge where defending your base is a top priority. Maybe even a hardcore mode.
- 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.
- 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...
- 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...
- 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
Code: Select all
/c game.player.insert{name='player-port'}
- 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.
- 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.
- 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...
- 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...