Search found 44 matches
- Sun Mar 26, 2017 4:48 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72658
Re: [MOD 0.14] Crafting Combinator
An odd mod interaction: The Crafted Artifacts mod (adds rare earth, superconductors, superconducting wire, and crafted alien artifacts) oddly the recipe combinator works with the rare earth, superconductor, superconducting wire, but not the actual alien artifacts. The crafting combinator works with ...
- Sun Mar 26, 2017 3:43 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282106
Re: [Mod 0.14] Logistic Train Network 0.9.10
Your register seems over-engineered to me. All I do for having multiple items in different quantities and delivery sizes is add one decider combinator per item between storage and lamp. I do tend to over-engineer things, it is true. The problem is if the min request size is small enough that that m...
- Sun Mar 26, 2017 3:22 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72658
Re: [MOD 0.14] Crafting Combinator
So in relation to that, here's 3 main possible 'enhancements' that are related to the crafting combinator, but perhaps not enough that they should be part of this mod. They might belong in their own mods, I'm not sure. A lot may be particular to the way I'm using it, so take with a grain of salt... ...
- Sun Mar 26, 2017 2:14 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72658
Re: [MOD 0.14] Crafting Combinator
Yep, looks like it stopped doing that. Also I removed every last piece of logic I had to prevent inserter jams, and the hand-emptying stuff works perfectly (at least with stack inserters which is all I tested). Minor nit: The rocket part signal works just fine but the hover tooltip name shows: Unkno...
- Sat Mar 25, 2017 9:57 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282106
Re: [Mod 0.14] Logistic Train Network 0.9.10
Is it possible to have it not recalculate requests while a train is actively unloading? I found that if I put ANY logic between the chests & the input lamp, I get weird behavior because LTN seems to keep track almost tick-by-tick as items are unloaded from the train, but that the input didn't re...
- Sat Mar 25, 2017 8:54 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72658
Re: [MOD 0.14] Crafting Combinator
Awesome! I just got the update, can't wait to try it. Will report back. EDIT: One bug so far. If the machine has speed or efficiency modules in it, which should never need to be removed, it will actually duplicate the modules so you'll keep the modules in the machine, and get the copies in the provi...
- Wed Mar 22, 2017 9:58 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72658
Re: [MOD 0.14] Crafting Combinator
Sounds great. I THINK I remember a friday facts where they talked about some improved/standardized API for doing mod configuration coming in 0.15. So for things like the tick rate (which I now know you can adjust before starting the map) I wouldn't worry about it for now at least. EDIT: I meant to s...
- Tue Mar 21, 2017 9:51 pm
- Forum: Combinator Creations
- Topic: Nano factory with push down automata
- Replies: 15
- Views: 29059
Re: Nano factory with push down automata
Wow ... just wow .. very impressive. I would like to see this thing in action - so plz :) make a nano factory out of this concept. Take Care Case Thanks! Ever since I saw your factory I wanted to build one, but I'm too lazy to sit there and change the recipes to make everything. Hence... this contr...
- Tue Mar 21, 2017 9:48 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40455
Re: Roboports should output missing materials to circuit network
It's not about performance it's about being able to see what's being requested/demanded and react to it, regardless of whether you had the foresight to setup production of every single item in the game. After you've built like 20 'make everything in the game and buffer a chest of each' factories it ...
- Mon Mar 20, 2017 10:44 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40455
Re: Roboports should output missing materials to circuit network
I'll jump on this one and say this is a feature I would love too. It would make it possible to do on-demand production without excessive buffering everywhere (buffering in chests, buffering in cargo wagons, etc...) Perhaps a checkbox for 'include missing construction items in unsatisfied requests' w...
- Mon Mar 20, 2017 10:33 pm
- Forum: Combinator Creations
- Topic: Nano factory with push down automata
- Replies: 15
- Views: 29059
Re: Nano factory with push down automata
Very nice. The first question that springs to mind is this: how easy would it be (or is it even possible) to fetch open logistics requests from the player which cannot be satisfied from storage and then build them for delivery. Eg: request 3 pumpjacks, 1 in storage then the nano factory builds the ...
- Mon Mar 20, 2017 10:21 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72658
Re: [MOD 0.14] Crafting Combinator
That's a cool setup you've got there! As for preventing the inserters from jamming, I could move the content of their hands into the overflow chest. That way they'll hopefully be able to start working on the new recipe right away. Adding the rocket part makes sense. I'm not quite sure how to go abo...
- Sun Mar 19, 2017 2:43 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72658
Re: [MOD 0.14] Crafting Combinator
For those interested in this kind of thing, here's a nano factory using the crafting combinator to build any item in the game automatically with a single assembler: viewtopic.php?f=193&t=42964
- Sun Mar 19, 2017 2:41 pm
- Forum: Combinator Creations
- Topic: [Challenge] Combinator Factory
- Replies: 3
- Views: 1988
Re: [Challenge] Combinator Factory
I built this before I saw this post actually, but you might find it interesting. It does what you say using only a single assembler:
viewtopic.php?f=193&t=42964
viewtopic.php?f=193&t=42964
- Sun Mar 19, 2017 2:40 pm
- Forum: Combinator Creations
- Topic: Nano factory with push down automata
- Replies: 15
- Views: 29059
Nano factory with push down automata
So ever since I saw Case's original nano factory https://forums.factorio.com/viewtopic.php?f=8&t=27349 I wanted to do something like that. And I had been experimenting with state machines for solving train issues, so I figured I'd give a universal nano factory w/ push down automata a try. This u...
- Sat Mar 18, 2017 5:32 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72658
Re: [MOD 0.14] Crafting Combinator
I was trying to increase the update rate of the recipe combinator (don't actually need the crafting combinator to switch faster) and made the game crash by turning the update rate down to 6 ticks :shock: EDIT: Another minor feature request, not sure how hard this would be: Add the rocket part as a s...
- Sat Mar 18, 2017 1:29 pm
- Forum: Gameplay Help
- Topic: Pick-A-Signal combinator?
- Replies: 39
- Views: 23778
Re: Pick-A-Signal combinator?
Thanks! Might have to work on a python library for generating blueprint strings though for how complicated repetitive setting up all those constant combinators would be.
- Sat Mar 18, 2017 1:48 am
- Forum: Gameplay Help
- Topic: Pick-A-Signal combinator?
- Replies: 39
- Views: 23778
Pick-A-Signal combinator?
Has anyone seen, or have ideas for a combinator contraption that can choose a signal (any single signal) out of a wire that has multiple signals on it? For example, input is 10 stone, 5 copper, 1 electric engine. I need it to pick one (doesn't even matter which one) and output it, so I get for examp...
- Thu Mar 16, 2017 2:49 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72658
Re: [MOD 0.14] Crafting Combinator
Any thoughts on preventing input inserters from jamming? At first, it's obvious that you don't want to remove the recipe until the input inserters hands are empty, so I set that up so it goes in to a 'cooldown' while the input inserters empty out, and then removes the recipe. That fixes 95% of jams,...
- Sun Mar 12, 2017 4:13 am
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 72658
Re: [MOD 0.14] Crafting Combinator
Hey, just wanted to say I discovered this mod today and it's fantastic for me. I'm working on a.... unique factory and this is a key part of it, in particular I was basically going to have to build the recipe combinator entirely by hand for almost every item in the game using constant & decider ...