This shares the issues that the original one had, but for a case without weird loads would work fine.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.
Search found 119 matches
- Fri Sep 16, 2016 8:42 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Simple 3 to 2 belt merge
- Replies: 13
- Views: 94631
Re: Simple 3 to 2 belt merge
- Fri Sep 16, 2016 8:34 pm
- Forum: Show your Creations
- Topic: Research Belt Loop
- Replies: 8
- Views: 5830
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)...
- Fri Sep 16, 2016 8:09 pm
- Forum: Implemented Suggestions
- Topic: Display Signal Information on Map / Signal Beam
- Replies: 20
- Views: 7945
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...
- Fri Sep 16, 2016 8:04 pm
- Forum: Implemented Suggestions
- Topic: Clock needed to keep in touch with the outside world
- Replies: 18
- Views: 9055
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...
- Wed Sep 14, 2016 1:23 am
- Forum: Gameplay Help
- Topic: Pulse mode: a good friend or an insidious enemy?
- Replies: 13
- Views: 4663
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...
- Tue Sep 13, 2016 4:01 am
- Forum: Gameplay Help
- Topic: Ideal robot birth clinic anyone?
- Replies: 13
- Views: 4785
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...
- Mon Sep 12, 2016 3:44 am
- Forum: General discussion
- Topic: Fuel consumption of trains at max speed
- Replies: 21
- Views: 10435
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 ...
- Sun Sep 11, 2016 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Concept: Mapping of Train(stop) properties as CN-signals
- Replies: 2
- Views: 1511
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...
- Sun Sep 11, 2016 3:54 pm
- Forum: Gameplay Help
- Topic: Ideal robot birth clinic anyone?
- Replies: 13
- Views: 4785
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...
- Sun Sep 11, 2016 3:42 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 41941
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.
- Sun Sep 11, 2016 2:43 pm
- Forum: Gameplay Help
- Topic: Ideal robot birth clinic anyone?
- Replies: 13
- Views: 4785
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...
- Sun Sep 11, 2016 5:22 am
- Forum: Ideas and Suggestions
- Topic: Selectable mod "profiles" / Mod Presets / Mod Manager / Mods Config / Mods Folders
- Replies: 13
- Views: 6387
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...
- Sun Sep 11, 2016 5:10 am
- Forum: Ideas and Suggestions
- Topic: Actual laser turret
- Replies: 54
- Views: 37796
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...
- Sun Sep 11, 2016 4:56 am
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 41941
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...
- Sat Sep 10, 2016 6:12 pm
- Forum: Implemented Suggestions
- Topic: Flooring Deconstructor
- Replies: 4
- Views: 2635
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.
- Sat Sep 10, 2016 6:11 pm
- Forum: Ideas and Suggestions
- Topic: Railway Speed Limits
- Replies: 18
- Views: 7482
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...
- Sat Sep 10, 2016 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Train Conditions in Train Stop, not in Train
- Replies: 2
- Views: 1172
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...
- Sat Sep 10, 2016 4:50 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 41941
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...
- Sat Sep 10, 2016 3:55 am
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 41941
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...
- Sat Sep 10, 2016 12:48 am
- Forum: News
- Topic: Friday Facts #155 - Settling into fall
- Replies: 63
- Views: 31907
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...