Search found 119 matches

by zebediah49
Fri Sep 16, 2016 8:42 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Simple 3 to 2 belt merge
Replies: 13
Views: 40129

Re: Simple 3 to 2 belt merge

LoggerM wrote:After a moment of thinking I found a nother way to do it.
Its a bit shorter but needs 1 tile to the side.
Aufteilung.png
This shares the issues that the original one had, but for a case without weird loads would work fine.
by zebediah49
Fri Sep 16, 2016 8:34 pm
Forum: Show your Creations
Topic: Research Belt Loop
Replies: 8
Views: 3767

Re: Research Belt Loop

For some fun (and frustration of any particularly obsessive players), you can combine this with the rainbow belt technique, so you load all four types onto a single loop of belt. For those who want it to be expandable, you can put science on both sides of a tight loop (or even in the middle as well)...
by zebediah49
Fri Sep 16, 2016 8:09 pm
Forum: Implemented Suggestions
Topic: Display Signal Information on Map / Signal Beam
Replies: 20
Views: 4551

Re: Display Signal Information on Map / Signal Beam

A "box" with plugs and for each plug you can configure one condition, an icon, a sound, a color and text. Once the condition is met, the icon appears on screen. To fit with the current system, you would also want a category and priority. Consider that <object destroyed> supersedes <object...
by zebediah49
Fri Sep 16, 2016 8:04 pm
Forum: Ideas and Suggestions
Topic: Clock needed to keep in touch with the outside world
Replies: 18
Views: 5572

Re: Clock needed to keep in touch with the outside world

I agree that it would be a nice side-feature to have an option for a local time OSD, but that doing it in game would be somewhere between impossible and a terrible idea. For some context, I present a thoroughly entertaining list, Falsehoods programmers believe about time . A few choice items relevan...
by zebediah49
Wed Sep 14, 2016 1:23 am
Forum: Gameplay Help
Topic: Pulse mode: a good friend or an insidious enemy?
Replies: 13
Views: 2617

Re: Pulse mode: a good friend or an insidious enemy?

Only combinators need to be on a separate power grid, if the inserters lose power they'll just stop working. There won't be any dropped signals, same for pumps as without power they block the pipes. Unfortunately, inserters have quite big energy buffer and very low drain power (for example: fast in...
by zebediah49
Tue Sep 13, 2016 4:01 am
Forum: Gameplay Help
Topic: Ideal robot birth clinic anyone?
Replies: 13
Views: 3400

Re: Ideal robot birth clinic anyone?

Taking a minimum is an interesting way of doing it. Personally I've always viewed the fact that the unbuffered robot production system can deliver ~4 robots for any given demand peak to be a feature, rather than a bug. This means that burst loads (such as dumping the inventory of a just-returned pla...
by zebediah49
Mon Sep 12, 2016 3:44 am
Forum: General discussion
Topic: Fuel consumption of trains at max speed
Replies: 21
Views: 6874

Re: Fuel consumption of trains at max speed

I'm glad to see this getting some attention. I originally noticed this a few versions back, but didn't really care because it was a pretty minor cost with heavily loaded steam-locomotives. Anyway, I'm down for a bit of reverse engineering here for you all, so let's go. First off, a bit of empirical ...
by zebediah49
Sun Sep 11, 2016 4:16 pm
Forum: Ideas and Suggestions
Topic: Concept: Mapping of Train(stop) properties as CN-signals
Replies: 2
Views: 873

Re: Concept: Mapping of Train(stop) properties as CN-signals

Here's the thing -- providing the train content, and train-car (and engine) count, to the circuit network is the only thing that can't be handled by the circuit network. Time passed -- start a timer when the train is detected in the station (from the existence of train cars/engines); trigger conditi...
by zebediah49
Sun Sep 11, 2016 3:54 pm
Forum: Gameplay Help
Topic: Ideal robot birth clinic anyone?
Replies: 13
Views: 3400

Re: Ideal robot birth clinic anyone?

I generally use the minimalistic solution of one requester chest, one roboport, three assemblers, and 7 inserters. requester chest feeds all three assemblers; frame assembler feeds both robot assemblers, and the robot assemblers directly dump into the roboport. I have found using "free logisti...
by zebediah49
Sun Sep 11, 2016 3:42 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 26706

Re: [MOD 0.14.2] Electric vehicles

It wasn't a conflict on the transformer object, it was a conflict on `energy-shield-mk3-equipment`, which is why I have no clue how it broke the transformer.
by zebediah49
Sun Sep 11, 2016 2:43 pm
Forum: Gameplay Help
Topic: Ideal robot birth clinic anyone?
Replies: 13
Views: 3400

Re: Ideal robot birth clinic anyone?

I generally use the minimalistic solution of one requester chest, one roboport, three assemblers, and 7 inserters. requester chest feeds all three assemblers; frame assembler feeds both robot assemblers, and the robot assemblers directly dump into the roboport. I have found using "free logistic...
by zebediah49
Sun Sep 11, 2016 5:22 am
Forum: Ideas and Suggestions
Topic: idea: selectable mod "profiles"
Replies: 11
Views: 3441

Re: idea: selectable mod "profiles"

What's wrong with a good old rm mods && ln -s 0.14_mods/ mods Bind mounts seems like overkill for this task. (If anything you should just use a COW filesystem and reflinks :) ) Anyway, I think that would be fairly convenient, and really just needs to piggyback off of the existing "mod-l...
by zebediah49
Sun Sep 11, 2016 5:10 am
Forum: Ideas and Suggestions
Topic: Actual laser turret
Replies: 54
Views: 29109

Re: Actual laser turret

That would bring in an interesting new element, if implemented like so: If there is much forest around such a laser turret, then there is a high chance, that he burns a tree. And eventually burns down the whole forest. Which is good. Or? Maybe not, cause that produces much pollution! If you formerl...
by zebediah49
Sun Sep 11, 2016 4:56 am
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 26706

Re: [MOD 0.14.2] Electric vehicles

So, all kinds of combinations of adding and removing the transformer, replacing the vehicle, etc. did not solve the problem. What did solve the problem was removing and replacing the [3rd party modded] energy shields. Not sure how that happened (and it explains why my unshielded trains were fine), b...
by zebediah49
Sat Sep 10, 2016 6:12 pm
Forum: Implemented Suggestions
Topic: Flooring Deconstructor
Replies: 4
Views: 1415

Re: Flooring Deconstructor

You can use right-click when you have a floor tile placement item in hand to mine out floor tiles. It's painfully slow, but you can do it.
by zebediah49
Sat Sep 10, 2016 6:11 pm
Forum: Ideas and Suggestions
Topic: Railway Speed Limits
Replies: 18
Views: 4067

Re: Railway Speed Limits

There is/was a mod for declaring segments of rail to have a speed limit. I have a parallel proposal though: a concrete floor-texture variant indicating a pedestrian crossing. If you put that under the rails, the trains will obey some appropriate speed limit when crossing that block. This would allow...
by zebediah49
Sat Sep 10, 2016 6:05 pm
Forum: Ideas and Suggestions
Topic: Train Conditions in Train Stop, not in Train
Replies: 2
Views: 760

Re: Train Conditions in Train Stop, not in Train

Yes. This would make design faster for a number of workflows: you can have the conditions "car is empty -> leave" programmed once on the station, rather than on every train using the station. Train stop with identical name I'm not sure, if it makes much sense that train-stops with equal na...
by zebediah49
Sat Sep 10, 2016 4:50 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 26706

Re: [MOD 0.14.2] Electric vehicles

Try re-equipping them. Haven't seen this happen yet. That was about the second thing I tried -- no luck. E: Tried a new game -- new game works fine. I guess my save is just messed up and I don't get my death-tank any more :/ So are you saying 60% higher acceleration is "weak"? Have you co...
by zebediah49
Sat Sep 10, 2016 3:55 am
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 26706

Re: [MOD 0.14.2] Electric vehicles

1st, a bug (?) -- I loaded up my game with version 0.2.3 (lib 0.2.2). Transformers aren't accepting electricity (bar is empty) in tank and car; still works correctly in train. They used to before I updated. 2nd, I agree that the trains are a little underwhelming. The big benefit I see is that they h...
by zebediah49
Sat Sep 10, 2016 12:48 am
Forum: News
Topic: Friday Facts #155 - Settling into fall
Replies: 63
Views: 20634

Re: Friday Facts #155 - Settling into fall

Three of my own thoughts on the pump -- 1. The art is fantastic; that fits beautifully in the Factorio aesthetic. 2. I, too, am somewhat concerned by the lack of a simple 1x1 option. Currently the small pump is a booster, checkvalve, switch, and tank emptier (and possibly more). I would at least lik...

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