Search found 42 matches

by tzwaan
Sun May 27, 2018 3:20 am
Forum: Railway Setups
Topic: [Experiment] Unloading 4 compressed blue belts per wagon.
Replies: 156
Views: 92560

Re: [Experiment] Unloading 4 compressed blue belts per wagon.

Here's a version using the splitter mechanics I threw together. It's only using the regular amount of stack inserters and a single row of buffer chests. https://i.imgur.com/wCMJuTo.png It's actually capable of doing slightly more than 4 full belts. 4.25 to be exact. To achieve that some extra wiggli...
by tzwaan
Sun May 27, 2018 2:09 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.16.43] Inserter inconsistency when grabbing from belts
Replies: 6
Views: 3172

[Twinsen] [0.16.43] Inserter inconsistency when grabbing from belts

So, I did some testing today, to see the exact time between inserter "cycles" when grabbing from belts, because I wanted to optimize a belt to train loader design. Because there were orientation-based inconsistencies in the past, I decided to also test every orientation of the different be...
by tzwaan
Sat May 12, 2018 2:14 am
Forum: Combinator Creations
Topic: Digital Display, Yay!
Replies: 114
Views: 148226

Re: Digital Display, Yay!

I made a blueprint generator where you can easily create your own fonts. http://tij.men/factorio/blueprint-tools/custom-digits/ You can set the size of the digits to anything you want as long as the width * height <= 108. The design tiles by overlapping the single light that extrudes from the right ...
by tzwaan
Thu Apr 26, 2018 4:09 am
Forum: Balancing
Topic: Inserter drop point inconsistency
Replies: 40
Views: 13763

Re: Inserter drop point inconsistency

I have absolutely no problem with the inserters putting it on the right side of the belt from the belt's perspective. As long as it's consistent. In that regard I completely agree that the current splitter is not consistent with the rest. Inserters should be putting it on the right side from the spl...
by tzwaan
Fri Dec 15, 2017 11:50 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 58607

Re: [0.16.0] Sideloading works compeltely different now

I am a belt maniac (avoid bots at all costs) so this is a major issue to me. While I have a ton of ideas of how to work around the new compression problems, they all will make simple things look and feel bad. So for me this issue is totally game breaking and I am fine to wait until it is fixed. Unt...
by tzwaan
Fri Dec 15, 2017 11:46 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 58607

Re: [16.0] Sideloading no longer compresses belt

*Xterminator has told me splitters do not fully compress a belt all the time, and actually shouldn't be on this list then. I personally do not know. . Xterminator is definitely wrong in that regard. Splitters are always able to fully compress a belt if there's 2 half-full belts incoming. There used...
by tzwaan
Thu Dec 14, 2017 3:32 am
Forum: Resolved Problems and Bugs
Topic: [twinsen] [0.16] Assign Enter to Lua Console Shortcut changed behavior
Replies: 15
Views: 4609

Re: [0.16] Assign Enter to Lua Console Shortcut changed behavior

Honestly, this should just trigger the 'send message' before the 'close console' when it's bound to enter.
by tzwaan
Thu Dec 14, 2017 1:22 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 58607

Re: [0.16.0] Sideloading is broken



Even when at first it's sideloading everything "correctly" because of the build order, it can still break after a while even though nothing changes.
by tzwaan
Thu Jul 13, 2017 9:25 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 383355

Re: [MOD 0.15.13+] Creative Mode 0.3.8 - New toys and some fixes

Glad to see those randomized matter sources implemented. I'll try them out very soon!
by tzwaan
Wed Jul 05, 2017 3:10 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 383355

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

Hey, I was thinking it would be really nice to have a randomized matter source capable of generating a random input of different specified items. Currently I'm having to do something like this to get the same result: http://i.imgur.com/5xbK2vw.png Nice! But why do you need that? :) I needed this wh...
by tzwaan
Thu Jun 15, 2017 11:39 pm
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 123367

Re: Splitter not working properly

Hmm, seems like I've found a repeatable pattern
Image
by tzwaan
Thu Jun 15, 2017 9:11 pm
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 123367

Re: Splitter not working properly

I improved the 2 belt throughput version to make it even more compact.
Image
by tzwaan
Thu Jun 15, 2017 8:52 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 383355

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

Hey, I was thinking it would be really nice to have a randomized matter source capable of generating a random input of different specified items. Currently I'm having to do something like this to get the same result: Image
by tzwaan
Mon Jan 23, 2017 3:42 am
Forum: Gameplay Help
Topic: Splitter not working properly
Replies: 89
Views: 123367

Re: Splitter not working properly

After being reminded again that these things exist, I tried to make one as compact as possible. I ended up with a few designs. They all work with a full belt of throughput to any of the outputs. Also they will break if the output is backed up. Most compact version I've come up with. http://i.imgur.c...
by tzwaan
Sun Jan 15, 2017 1:52 pm
Forum: Minor issues
Topic: [0.14.16] achievements unlocked with mods
Replies: 6
Views: 5399

Re: [0.14.16] achievements unlocked with mods

While it is true there are many ways to beat the system, this is a way to do so accidentially and irrevocably (AFAIK). You can't undo the logging to steam, but if you want to legitimately achieve the achievements just to see if you can, you can delete the achievements.dat file in your factorio appd...
by tzwaan
Fri Jan 13, 2017 5:14 am
Forum: Multiplayer
Topic: Block Worlds 24/7 [Wilderness Spawns]
Replies: 2
Views: 1271

Re: Block Worlds 24/7 [Wilderness Spawns]

It may be advised to post the actual external IP of your server, since this one only works on your local network.
And FYI if you didn't know, there is also a general factorio discord server.
https://discord.gg/VQRerjy
by tzwaan
Thu Nov 03, 2016 4:21 pm
Forum: Mod and installation managers
Topic: Factorio Mod Manager
Replies: 4
Views: 4989

Re: Factorio Mod Manager

What is the advantage of this manager over the one by Artentus?
viewtopic.php?f=137&t=33370
by tzwaan
Tue Oct 25, 2016 4:10 pm
Forum: Combinator Creations
Topic: Factorissimo belt communication
Replies: 0
Views: 4676

Factorissimo belt communication

Hello everyone Many of you probably know the factorissimo mod, where one of the drawbacks, of course, is the inability of signals and robots to transfer into or out of a factory. To solve this problem I made circuit able to request items via a belt and another circuit to receive the request and supp...
by tzwaan
Thu Sep 15, 2016 4:20 pm
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 152597

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

I've always used 6 units between the rails, and never really understood why people used 4 for exactly the reasons you mentioned. It's not like it really matters space-wise, since most rail is just in the middle of nowhere. A nice added bonus is that you can actually easily place stuff around your po...
by tzwaan
Thu Sep 08, 2016 11:57 pm
Forum: Railway Setups
Topic: train bus factory
Replies: 34
Views: 22924

Re: train bus factory

I'm doing something similar with a friend of mine right now. Except that we decided that it would be a good idea to try this with bob's mods. Pay in mind that we never played bob's mods before but we wanted to try it out. In retrospect doing everything by trains while trying bob's mods for the first...

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