Search found 2849 matches

by Optera
Wed Jul 27, 2016 6:18 pm
Forum: Show your Creations
Topic: Mass production 3? How are you getting along?
Replies: 4
Views: 9203

Re: Mass production 3? How are you getting along?

I reworked my 1rocket/min base to become vanilla just for it. Even with that it's taking ages to complete, and fills up any buffer rapidly. By now I've expanded the Processing Unit module to swallow 16 compressed belts of EC, just so it fills less storage. http://images.akamai.steamusercontent.com/u...
by Optera
Wed Jul 27, 2016 6:41 am
Forum: Mods
Topic: [MOD 0.12.17+] Train tracker 1.0.0
Replies: 6
Views: 11739

Re: [MOD 0.12.17+] Train tracker 1.0.0

Updated to 0.13.11
In case someone else likes to have a more simplistic mod for tracking trains than Big Brother.
by Optera
Wed Jul 27, 2016 4:57 am
Forum: News
Topic: Friday Facts #148 - Optimizations for 0.14
Replies: 49
Views: 22630

Re: Friday Facts #148 - Optimizations for 0.14

that train kill statistic made me chuckle
Integrate Honk mod and add a victory honk after a kill :lol:
by Optera
Mon Jul 25, 2016 1:31 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 118
Views: 78301

Re: Combinator Contraptions

How would you build a toggle light switch with combinators? - N constant combinators outputing the same signal (lamp = 1) - combinators and lamps are connected on one circuit - changing on/off of any constant combinator should toggle the connected lamps - no more than 2 signals should be on that ne...
by Optera
Sun Jul 24, 2016 5:11 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 73607

Re: [MOD 0.12.x, 0.13.x] Flow Control

IMO it is good as it is. Because nothing can turn something on or off based on an electric signal without at least some power consumption. And the throughput constraints are pretty low too, so using two pumps is more than enough. Well for long pipes I use (fast) pumps to keep the pressure Wrong. Be...
by Optera
Sun Jul 24, 2016 11:29 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 73607

Re: [MOD 0.12.x, 0.13.x] Flow Control

IMO it is good as it is. Because nothing can turn something on or off based on an electric signal without at least some power consumption. And the throughput constraints are pretty low too, so using two pumps is more than enough. Well for long pipes I use (fast) pumps to keep the pressure Wrong. Be...
by Optera
Sun Jul 24, 2016 6:35 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 73607

Re: [MOD 0.12.x, 0.13.x] Flow Control

aubergine18 wrote:Is it possible to have a switchable valve, so I can connect to a circuit and turn it on or off depending on the state of the circuit?
Would be nice having a valve that could switch on/off without power consumption and without limitations of pump throughput.
by Optera
Sun Jul 24, 2016 5:46 am
Forum: Combinator Creations
Topic: Combinator mesuring belt throughput
Replies: 28
Views: 43183

Re: Combinator mesuring belt throughput

While I was trying to make your contraption smaller, I came up with a variant (which also happens to be smaller): This one measures the average throughput per second (configurable) and resets automatically every minute (also configurable). Works like a charm. Summing over 3600 ticks instead of 60 m...
by Optera
Sat Jul 23, 2016 4:07 pm
Forum: Combinator Creations
Topic: Combinator mesuring belt throughput
Replies: 28
Views: 43183

Combinator mesuring belt throughput

Since I couldn't find a contraption to show belt throughput /second, I thought I'd share what I meshed together from a clock and XKnight's memory cell . 2016-07-23-18-04-32-7180810.jpg H4sIAAAAAAAA/81X0W6jMBD8lYpnU2FIcpV6fuj9RnVCDt6kloyNbFM1Qvz72SSpIA3FIWl7fYmKPetlZnfMMnUnVEHFXU4akJZbDoY0jaQlkKgExus...
by Optera
Sat Jul 16, 2016 5:35 am
Forum: Mods
Topic: [MOD 0.12.x, 0.13.x] Honk!
Replies: 32
Views: 20784

Re: [MOD 0.12.x, 0.13.x] Honk!

Please add a variable for volume control to control.lua file or add a config.lua for that.
by Optera
Sat Jul 16, 2016 5:24 am
Forum: Mods
Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Replies: 25
Views: 10305

Re: [Mod 0.13.3+] Concrete Edges 1.0.0

This starts to look so good I wouldn't be surprised to see it integrated in base.
by Optera
Sat Jul 16, 2016 5:21 am
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 77017

Re: [MOD 0.12+] Mining Tools - resources generation and speed

for large ponds, did you try the water-injector-machine that is included with the mod ? that's what it makes. And the animation is quite funny with big explosions everywhere. I could make one big dynamite, but it feels a little OP, no ? Or maybe I did not understand, and you need lake of water ? If...
by Optera
Fri Jul 15, 2016 6:38 pm
Forum: Mods
Topic: [MOD 0.13] Mining Tools - resources generation
Replies: 177
Views: 77017

Re: [MOD 0.12+] Mining Tools - resources generation and speed

Nice addition for Turtles and Megabases. Could you add a dynamite creating ponds (or if used in mass whole lakes). I really would like a quick and easy way to smooth the ugly transitions between .12 chunks and .13 chunks by dropping a few tons of TNT to create nice lakes :D I know there are mods doi...
by Optera
Fri Jul 15, 2016 6:21 pm
Forum: Modding help
Topic: Making changes to mods only come in effect in new save
Replies: 4
Views: 1048

Re: Making changes to mods only come in effect in new save

Should go to modding help.
Check if global variables are read and set correctly.
post or pm me your mod, maybe i can find something.
by Optera
Fri Jul 15, 2016 6:07 pm
Forum: Combinator Creations
Topic: Smart Belt Balancer
Replies: 9
Views: 9045

Re: Smart Belt Balancer

Whats the advantage over splitter only N to M balancers? They can run at full compression for most scenarios. https://www.reddit.com/r/factorio/comments/3fq3cc/count_perfect_n_to_m_belt_balancers/ Splitter based N to M balancers tend to get very large if you try to balance n^2+1 outputs. For exampl...
by Optera
Fri Jul 15, 2016 7:47 am
Forum: This Forum
Topic: Cursor hard to see on textbox when creating post
Replies: 2
Views: 871

Re: Cursor hard to see on textbox when creating post

Cursor is invisible in textboxes for me too.
I switched to prosilver skin just because of this.

Change Textbox background either to very bright or very dark grey please.
by Optera
Fri Jul 15, 2016 7:40 am
Forum: Mods
Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Replies: 25
Views: 10305

Re: [Mod 0.13.3+] Concrete Edges 1.0.0

How would diagonal edges behave if they border stone? It would look nice if that results in half stone half concrete tiles. How would Hazard Concrete look and behave? Do you mean this? Screen Shot 2016-07-15 at 2.53.05 PM.png I just changed the graphics, so it is the default behaviour of Factorio. ...
by Optera
Fri Jul 15, 2016 6:27 am
Forum: Modding discussion
Topic: Rotating Entities based on Constant Combinator
Replies: 0
Views: 320

Rotating Entities based on Constant Combinator

Entities based on constant Combinator behave odd. They can be rotated while held in hand, but not after being placed. data:extend({ { type = "constant-combinator", name = "item-sensor", icon = "__base__/graphics/icons/constant-combinator.png", flags = {"placeable-n...
by Optera
Fri Jul 15, 2016 5:43 am
Forum: Mods
Topic: [Mod 0.14+] Concrete Edges 1.2.1 - Straight Concrete edges
Replies: 25
Views: 10305

Re: [Mod 0.13.3+] Concrete Edges 1.0.0

How would diagonal edges behave if they border stone?
It would look nice if that results in half stone half concrete tiles.

How would Hazard Concrete look and behave?
by Optera
Fri Jul 15, 2016 5:22 am
Forum: Combinator Creations
Topic: Smart Belt Balancer
Replies: 9
Views: 9045

Re: Smart Belt Balancer

Whats the advantage over splitter only N to M balancers? They can run at full compression for most scenarios.
https://www.reddit.com/r/factorio/comme ... balancers/

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