Search found 229 matches

by The Eriksonn
Fri May 19, 2017 11:22 am
Forum: Off topic
Topic: The Ctrl+V Game
Replies: 218
Views: 114082

Re: The Ctrl+V Game

\left(\left|x^p\right|+\left|y^p\right|\right)^{\frac{1}{p}}=1

wut is this??

probably math, looks like it :?
by The Eriksonn
Thu May 18, 2017 5:34 pm
Forum: Gameplay Help
Topic: 1 red underground costs 40 gear wheels
Replies: 17
Views: 6496

Re: 1 red underground costs 40 gear wheels

I dont see any reason to produce 4 of these per second becauce I will never ever use them up near that fast.

Also if I could it would probably kill my factory instantly... maybe.
by The Eriksonn
Thu May 11, 2017 8:27 am
Forum: Gameplay Help
Topic: Purple bar in the mining drill
Replies: 2
Views: 7034

Re: Purple bar in the mining drill

It is the productivity from the mining productivity research. It works in the same way as the purple modules:

When the purple bar get full you get an extra ore for free.
More research=faster bar.
by The Eriksonn
Thu May 11, 2017 8:24 am
Forum: Gameplay Help
Topic: Who is the new combinator stuff epxlained?
Replies: 3
Views: 1379

Re: Who is the new combinator stuff epxlained?

Dont forget << and >> for right and left bitshift:

a<<b = a*(2^b)

a>>b = a/(2^b)

may cause unexpected results if negative...
by The Eriksonn
Wed May 10, 2017 1:16 pm
Forum: Duplicates
Topic: [0.15.2][posila] Centrifuge blinking
Replies: 2
Views: 963

Re: [0.15.2][posila] Centrifuge blinking

I noticed that, Thanks! :)
by The Eriksonn
Mon May 08, 2017 2:32 pm
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 157534

Re: Random Word Association Game

Ladders
by The Eriksonn
Mon May 08, 2017 12:27 pm
Forum: General discussion
Topic: Loading nuclear reactors
Replies: 39
Views: 19659

Re: Loading nuclear reactors

Another thing to remember is that the reactor has a constant burntime for each fuel cell (12000 ticks), so if you have a decider to output red when steam is above 10% and then have the inserter check if red =0. if you then have the inserter read pulse and multiply it by 12000 and going into a clock ...
by The Eriksonn
Sun May 07, 2017 6:18 pm
Forum: Gameplay Help
Topic: What is this machine
Replies: 2
Views: 1080

Re: What is this machine

It is the Circuit Connection to belt, if you have Circuit network unlocked you can drag Cable to a belt and then it looks like that

Not a mod.
by The Eriksonn
Sun May 07, 2017 10:26 am
Forum: Gameplay Help
Topic: [Solved] Power won't switch on
Replies: 4
Views: 2332

Re: Power won't switch on`

Your boilers should be turned 90 degrees and the steamengines should be above the boilers, if you mouse over the boilers you can see where stuff should go.
by The Eriksonn
Sat May 06, 2017 10:38 am
Forum: Gameplay Help
Topic: Help with circuit network
Replies: 6
Views: 2171

Re: Help with circuit network

I have made a system that works like you want it to work: Blueprint: 0eNrtWltvqzgQ/i9+hhX4AkmkPb9i31ZHiIDTWuImY7pbVfnva4fTNAEDHm+O1Ie8tCLGn2c8l288+AMdq4F3UjQKHT6QKNqmR4e/P1AvXpq8Mr+p946jAxKK1yhATV6bp7zveX2sRPMS1nnxKhoeYnQOkGhK/i86xOdgE0LJvOm7VqrwyCt1Mxk7TC55IUouw6Ktj6LJVStvAMj5Z4B4o4QSfNTm8vCeNUN95F...
by The Eriksonn
Tue May 02, 2017 7:55 pm
Forum: Gameplay Help
Topic: Help with circuit network
Replies: 6
Views: 2171

Re: Help with circuit network

So you want a red lamp to turn on if any machine was not producing for 10 seconds?

Should not be to hard... ;)
by The Eriksonn
Tue May 02, 2017 2:16 pm
Forum: Gameplay Help
Topic: [0.155] Oil LOading
Replies: 7
Views: 2336

Re: [0.155] Oil LOading

A problem is that it is very hard to align when driving manually as you have to be very precise.

A funny thing is that if you hit the very end of the track it lines up...
by The Eriksonn
Sat Apr 29, 2017 1:16 pm
Forum: Gameplay Help
Topic: pumping water in trains
Replies: 2
Views: 1490

Re: pumping water in trains

You also need atleast one pipe connected to the pump
by The Eriksonn
Sat Apr 29, 2017 10:44 am
Forum: Gameplay Help
Topic: blueprints and 0.15 ?
Replies: 7
Views: 4186

Re: blueprints and 0.15 ?

I found it. You have to Blueprint something and then you go into it and click destroy.
by The Eriksonn
Sat Apr 29, 2017 9:35 am
Forum: Gameplay Help
Topic: blueprints and 0.15 ?
Replies: 7
Views: 4186

Re: blueprints and 0.15 ?

How do I get rid of unwanted Blueprints. Puttin in chest and shoot the chest?
by The Eriksonn
Thu Apr 27, 2017 7:40 pm
Forum: Ideas and Suggestions
Topic: Assembly Machines should emit combinator values
Replies: 8
Views: 3939

Re: Assembly Machines should emit combinator values

+1
and also turn on/off
I dont Think the change recepie mode will work that well, it was discussed in some other post that i dont remember :oops:
by The Eriksonn
Wed Apr 26, 2017 12:36 pm
Forum: Duplicates
Topic: [0.15.2][posila] Centrifuge blinking
Replies: 2
Views: 963

[0.15.2][posila] Centrifuge blinking

When you insert uranium ore into a centrifuge it blinks for 1 tick if it did not start. You must use an inserter, otherwise it wont work.
I have seen it on other peoples Youtube videos also so i think it is reproducable. :)
by The Eriksonn
Mon Apr 24, 2017 11:39 am
Forum: Gameplay Help
Topic: My Megabase Fail
Replies: 5
Views: 2339

Re: My Megabase Fail

Remember the nuclear Power and better belt performance in 0.15, i guess they will help with performance.
by The Eriksonn
Mon Apr 17, 2017 5:57 pm
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 8085

Re: Additional Virtual Signals for Operating on Red and Green

I see one problem with this: if you have each(green)<each(red) => each, what will be outputted?
But i guess it could be prevented and only be able to output red or green and not the "general" each
by The Eriksonn
Sat Apr 15, 2017 10:34 am
Forum: News
Topic: Friday Facts #186 - Marathon testing
Replies: 112
Views: 55490

Re: Friday Facts #186 - Marathon testing

it was also something in 0.12 about not being able to rename train stops, but that was very minor and got fixed the next day. :roll:

i think it was 0.12... :?

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