Search found 87 matches
- Mon Sep 12, 2016 8:00 am
- Forum: Ideas and Suggestions
- Topic: Timer / Timed Trigger / Pulse / Threshold recognition
- Replies: 19
- Views: 11527
Re: Timer / Timed Trigger / Pulse / Threshold recognition
Umm why not short circuit (A<B)->A for timer. Cause that is exactly what this suggestion wants to avoid: A continuous change every tick. :) This kind of timer can be precalculated. The device can be turned off in the meantime. And I forgot yesterday to add an interval to the two other triggers beca...
- Mon Sep 12, 2016 7:21 am
- Forum: Ideas and Suggestions
- Topic: Timer / Timed Trigger / Pulse / Threshold recognition
- Replies: 19
- Views: 11527
Re: Timer / Timed Trigger / Pulse / Threshold recognition
Umm why not short circuit (A<B)->A for timer. Or if you need counter you may short circuit (A+B)->A and write to B pulses (not necessary 1) Just use different color wire for connection to timers and counters. Btw you might look here[url = https://forums.factorio.com/viewtopic.php?f=18&t=14556 ]C...
- Sat Sep 10, 2016 6:48 am
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 375135
Re: Combinators 101
Another one for people curious how to limit inserters to 1 item even with research. inserter limiter.png The top tower and constant combinator is amount setter. Top + combinator connected to belt is "A+B" output "A" First connected control belt(left one) It is on when "A>0&q...
- Sat Sep 10, 2016 6:13 am
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 375135
Re: Combinators 101
I would tackle memory cell problem a bit. Now first is pulse memory or counter it is simple short circuited "+" decider input "A+B" output "A" "B" is setter. Important not to screw with memory the out wire should be different color. It is in first post. Now fo...
- Mon Sep 05, 2016 10:24 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359777
Re: Development and Discussion
Airat9000 you are looking wrong place, Angel's infinite ores overrides other mods resources. The file is not nuc-Uranium.lua but "Angels-override.lua" Sorry I should read my posts. Btw what you shown is loaded but later overriden after all loading finished, basically, if Angel's ores enab...
- Mon Sep 05, 2016 6:29 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359777
Re: Development and Discussion
Airat9000 you are looking wrong place, Angel's infinite ores overrides other mods resources. The file is not nuc-Uranium.lua but "Angels-override.lua" Sorry I should read my posts. Btw what you shown is loaded but later overriden after all loading finished, basically, if Angel's ores enabl...
- Mon Sep 05, 2016 6:05 pm
- Forum: Implemented Suggestions
- Topic: Rotating belt.
- Replies: 13
- Views: 5438
Re: Rotating belt.
Well the letters are not spaced evenly so it was hard to se what you mean but i guess it's like this: But also both lanes stop. rotating belt 2.png Close enough I found usuing splitters on loop. Just to split 6 size belt to 3 and 3 than link helps with splitter(single belt holds 6 items, so just pu...
- Mon Sep 05, 2016 3:55 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3781
- Views: 1359777
Re: Development and Discussion
Airat9000 There is no need to separate resources becuase you get youki resources from those. But if you want create something like processed unprocessed scenario than just get inside "angel's infinite ores" mod(not sure where I think it is either in data or data_finaltweaks , and delete l...
- Mon Sep 05, 2016 3:31 am
- Forum: Ideas and Suggestions
- Topic: Endgame extened
- Replies: 2
- Views: 1304
Re: Endgame extened
Maybe the rocket can brings some alien tech (or homeland tech) and the information of the ultimate foes. Not TL;R We all spent lots of time on building large work area ๏ผbut when the rocket launching the game seems over? So I think maybe the rocket can be the end of some part and a start of another ...
- Mon Sep 05, 2016 3:06 am
- Forum: Implemented Suggestions
- Topic: Rotating belt.
- Replies: 13
- Views: 5438
Re: Rotating belt.
Or make priority feeder. This is wrong design your sorting loop should look like this. ...o-o ..../-\ .--o-o-> | >---| ..|----< o| | <- ........--o--/ ..(in)/ Where (in) is input /, -, | are Belts o o is splitter and > > underground belt. The construction of 2 splitters on both sides of belts is opt...
- Sat Sep 03, 2016 6:52 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3863
- Views: 1188461
Re: Bugs & FAQ
Then reduce region size in RSO and/or increase resource spawn chance in the config? :) If that isn't enough activate multi resource spawns in RSO, at this point the map should be cluttered :P And without RSO? Do they show up? And which version are you on? 0.13 or 0.14? Without RSO they don't show u...
- Sat Sep 03, 2016 6:41 am
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 89569
Re: Circuit network features for 0.15
As for me making white rock, or ceramic plating on ground like currently bricks and concrette work. It is not necessary to give extra movement speed as long as it is cheap enough. Than have instead of poles(still functionality should remain.) Low data-ports and thicker wires, pretty much same poles ...
- Sat Sep 03, 2016 6:37 am
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 118657
Re: Railroad
In fact I am all for for stealing from open TTD train structure and train naming as well as ability to group them up manually for organisation would be as useful, as well as changing Station(name) to stop. And ability to group stops into stations in tree like fassion. So train could arrive on any st...
- Sat Sep 03, 2016 6:30 am
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 124417
Re: Hidden ores
I don't see problems for Z levels as they are semi supported.(factorissimo mod and there is train mutator mod) Though dunno if it is necessary. Though if space level is planned for future as DLC it is good to know that tool kit is practically there.
- Sat Sep 03, 2016 6:28 am
- Forum: Ideas and Suggestions
- Topic: Rail signals should act the same to auto and manual trains
- Replies: 31
- Views: 9739
Re: Rail signals should act the same to auto and manual trains
Still thinking safe manual driving(at least as mode) is good thing as it is cleaning out some unfinished/suspicious elements. As well as proper station tree or way to group up stations and selection of stops and drive to by map. It wouldn't anything new but would make game look more finished, and le...
- Fri Sep 02, 2016 7:30 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3863
- Views: 1188461
Re: Bugs & FAQ
... Also as I stated elsewhere it's not JUST replacing bobs fluids and recipes, I have looked into it and believe me it is a shit ton of work to replace and update on all of the items, recipes and techs. ... Umm as far as I remember bob electronics replaces it's recipes mostly automatic. Ah found b...
- Thu Sep 01, 2016 8:33 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3863
- Views: 1188461
Re: Bugs & FAQ
Little bug with Petrochem - converting recipies from conveter pipes lost in 0.14 - i donno why :shock: As i wrote before, Arch66Angel may be u can override bob's resources which are straight analog for angel resources from petrochem mod in recipies, don't offend on me but we can get many, we can ob...
- Thu Sep 01, 2016 8:23 pm
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 157315
Re: [0.14.x] Bob's Mods: General Discussion
Unfortunately, a combat robot that "returns to base" currently isn't possible, because they're pretty much hardcoded to die after a certain amount of time. (I tried, and failed) A drone launching system that creates them from energy is possible though. As for what I was thinking for modul...
- Thu Sep 01, 2016 7:48 pm
- Forum: Ideas and Suggestions
- Topic: Rail signals should act the same to auto and manual trains
- Replies: 31
- Views: 9739
Re: Rail signals should act the same to auto and manual trains
Are there any actions that use the Shift key while you're actively driving a train? Train is classified as a vehicle which doesn't really affect the controls that much other than for movement. So Shift is still used for things like placing ghost entities etc but not sure if this would cause a confl...
- Thu Sep 01, 2016 7:35 pm
- Forum: Ideas and Suggestions
- Topic: Filtered Grid
- Replies: 3
- Views: 1270
Re: Filtered Grid
Suggest making grids have a catagory table similar to assembly machines. All equipment have a catagory, like recipies do. Equipment can only be placed in grids with accept that catagory. Exosuit Equipment would work only in power armor (or robots) while Wheel or Engine equipment might boost a Tank ...