Search found 499 matches
- Thu Dec 29, 2016 10:16 pm
- Forum: Not a bug
- Topic: Splitters not working
- Replies: 1
- Views: 1210
Re: Splitters not working
That's just how splitters work. They don't even try to split each lane individually. The take input (both lanes) and do "one to left, one to right" repeatedly. In your case that leads to all right lane items going left and all left lane items going right. Can also lead to crazy stuff like:...
- Thu Dec 29, 2016 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Solar boiler / Solar thermal energy
- Replies: 45
- Views: 12222
Re: Solar water heater
Solar boiler + Steam Engine = Electricity Solar Panel = Electricity Why? Because: Solar Panel + Accumulator = Electricity (all day) Solar boiler + Storage Tank + Steam Engine = Electricity (all day) A completely filled tank with 100 degrees hot water stores 212 Megajoules! This is the equivalent to...
- Thu Dec 29, 2016 6:35 pm
- Forum: Ideas and Suggestions
- Topic: Limits directly in assembly machines
- Replies: 19
- Views: 6437
Re: Limits directly in assembly machines
In sum: Between 33 and 62 keys or clicks (if calced correct). Let's say a good player can do 200 keys per minute, the he needs between 10 and 19 seconds. That would be ok. But a not so good player can click only once per second: he needs in the bad case over 3 minutes. And a beginner takes 5 or 10....
- Thu Dec 29, 2016 3:56 pm
- Forum: General discussion
- Topic: Increasing System Performance
- Replies: 10
- Views: 4862
Re: Increasing System Performance
I'm probably missing many important details, but would it be possible to make a mod which "connects" two separate Factorio (headless) instances in some ways? For example, imagine one instance is just power generation. The power generation grid is connected to a special entity which just dr...
- Thu Dec 29, 2016 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Improve Long Handed Inserters / Stack and Filtered Long Hand inserters / Increase stack, add filter to long handed inser
- Replies: 33
- Views: 11256
Re: Stack and Filtered Long Hand inserters
Hm. It's useful to use slow belts in some (tricky) situations. An area effect would not allow that. You need to upgrade each belt separately. There are other ways to upgrade mass of belts. I like the idea with the three basic inserters (burner, short -arm, long-arm) and upgrade with modules. :) The...
- Thu Dec 29, 2016 3:25 pm
- Forum: Gameplay Help
- Topic: [HELP] Power Switch State Check
- Replies: 7
- Views: 4072
Re: [HELP] Power Switch State Check
Even simpler make half of an RS-Latch. One decider always outputing S = 1 while R = 0 and place another decider always outputting R = 1 in the switched off circuit. if power is available R will be 1 and if it's off S is 1. That's the issue the OP is having, when combinators run out of power they st...
- Thu Dec 29, 2016 1:40 am
- Forum: General discussion
- Topic: [Windows] The death of Win32 and 32-bit itself.
- Replies: 13
- Views: 4960
Re: [Windows] The death of Win32 and 32-bit itself.
At least I find it better than most Linux distributions which suffer technical teething due to how they lack any co-operative effort or vision. Not to speak of usability problems if one digs far into the unknown hells of distribution forks. It's like jumping over the devil's fork itself. It's what ...
- Thu Dec 29, 2016 1:17 am
- Forum: Gameplay Help
- Topic: [HELP] Power Switch State Check
- Replies: 7
- Views: 4072
Re: [HELP] Power Switch State Check
When combinators are out of power the freeze their output signal.
So put a clock combinator setup behind the power switch. Then check if the clock is still running (compare current value with past value).
So put a clock combinator setup behind the power switch. Then check if the clock is still running (compare current value with past value).
- Thu Dec 29, 2016 1:01 am
- Forum: Ideas and Suggestions
- Topic: Limits directly in assembly machines
- Replies: 19
- Views: 6437
Re: Limits directly in assembly machines
Don't you just need to do it one time and then you can copy&paste the settings around. Or are you saying that even doing it the first time for each production type is to much already?
I'm not getting exactly what you claim to take too much clicks, can you explain with an example?
I'm not getting exactly what you claim to take too much clicks, can you explain with an example?
- Wed Dec 28, 2016 10:01 pm
- Forum: Ideas and Suggestions
- Topic: A couple of trivial UI improvement suggestions
- Replies: 6
- Views: 2644
Re: A couple of trivial UI improvement suggestions
A separate entity that acts like power pole but does not "auto-connect" anything, does seem useful for circuit networks. It would allow to drop down the blueprints in power pole populated area without worries of those copper wires criss crossing everything. I think the suggestion is valua...
- Wed Dec 28, 2016 2:03 am
- Forum: Gameplay Help
- Topic: trying to learn the train thing...
- Replies: 5
- Views: 1836
Re: trying to learn the train thing...
Add more signals in the rest of the rail track. You probably have one huge block of track which goes from the right exit all the way around the loop into the left entrance. You need to add signals to split that block into smaller bits. That's probably something tutorials should talk about. Signals a...
- Wed Dec 28, 2016 12:37 am
- Forum: Ideas and Suggestions
- Topic: Circuit network, reduction operations.
- Replies: 9
- Views: 2913
Re: Circuit network, reduction operations.
If you could choose how 'Each' summarizes it's result you wouldn't need the special 'Anything' and 'Everything' signals. You are right, you would not NEED the Anything and Everything signals. But just so I am clear what you intend to introduce to the game by removing them, lets try to build the equ...
- Tue Dec 27, 2016 11:04 pm
- Forum: Show your Creations
- Topic: N WAY N EASY, nearly perfect BELTBALANCER with circuit logic
- Replies: 7
- Views: 6273
Re: N WAY N EASY, nearly perfect BELTBALANCER with circuit logic
All the problems are originated from the full belt that can contain 6,7 or 8 items otherwise the design could even be more simple If I'm understanding right that issue could be solved by reading from 9 belt tiles together. Added together 9 belt tiles contain EXACTLY 64 items. Try it with a complete...
- Tue Dec 27, 2016 6:18 pm
- Forum: Tools
- Topic: blueprint string viewer
- Replies: 15
- Views: 9056
Re: blueprint string viewer
It's BASE64 encoded and GZipped. Technically, I think it's just Deflated, as it does not have a gzip header from what I can tell. Weill I just asked the file utility on Linux and it said it was gzip: $ cat blueprint.txt | base64 -d | file - /dev/stdin: gzip compressed data And piping it to zcat ins...
- Tue Dec 27, 2016 4:12 pm
- Forum: Gameplay Help
- Topic: 2 Inserters grabbing from Assembler?
- Replies: 5
- Views: 1974
Re: 2 Inserters grabbing from Assembler?
Then make sure that situation doesn't happen.Mehve wrote:I had thought about that, but isn't that sort of circuit setup vulnerable to one of the inserter outputs backing up?
Or if it can't be avoided then would need to use "Read hand contents(hold)" instead, plus a a couple more combinators.
- Tue Dec 27, 2016 12:30 pm
- Forum: Gameplay Help
- Topic: 2 Inserters grabbing from Assembler?
- Replies: 5
- Views: 1974
Re: 2 Inserters grabbing from Assembler?
See here: https://www.reddit.com/r/factorio/comments/5il6d4/circuit_network/dba2ayb/ +----------------------------+ | Inserter | | Enable: FastInserter = 0 | +-------------------------------+ | Read hand contents (pulse) +-----+--+--+ Decider +--+ +----------------------------+ | | | | | | | | (Fast...
- Tue Dec 27, 2016 12:08 am
- Forum: Ideas and Suggestions
- Topic: Little Quirks
- Replies: 132
- Views: 42588
Re: Things unavailable in sandbox
In the sandbox mode there is no player. This has a few negative effects: 1) No armor so one can't carry more 2) No armor so one can't have a personal roboport, limits blueprinting a lot 3) can't drive trains or cars 4) can't test gates reacting to players, e.g. a safe railroad crossing Better just ...
- Mon Dec 26, 2016 3:17 am
- Forum: Tools
- Topic: blueprint string viewer
- Replies: 15
- Views: 9056
Re: blueprint string viewer
How do you read the blueprint string anyway. It begins with H4sIAAAAAA what does that mean? It's BASE64 encoded and GZipped. Once those two are undone you get something like: do local _={entities={{name="constant-combinator",position={x=-3,y=-1},direction=2,control_behavior={filters={{sig...
- Sun Dec 25, 2016 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
- Replies: 48
- Views: 18924
Re: Blueprint materials > Logisting network Request
Or make it so that putting a blueprint in a logistic requests slot request the source materials instead (if blueprint is non-empty).
- Sat Dec 24, 2016 6:12 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Portal
- Replies: 10
- Views: 5052
Re: Blueprint Portal
What about the blueprint string function? Would be more convenient if that was included in the game. BP string copy&paste to/from clipboard could be more streamlined. BP string mod works, but requires a few steps to get blueprint string out of the game (save BP to file, open BP string output fol...