Search found 499 matches
- Wed Dec 14, 2016 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion about a water pump.
- Replies: 173
- Views: 39398
Re: Poll: Offshore Pump Should Need Energy
A barrel can take 25 fluid... a stack can hold 10 barrels... thats 250 fluid per slot, a chest hast 48 slots... 12000 fluid per chest and tile... and with 9 chests you have 108000 fluid on the same area as a storage tank. But that kind of storage density comes at a price: 4392 steel! Trade-off, tra...
- Wed Dec 14, 2016 7:52 pm
- Forum: Ideas and Suggestions
- Topic: programmable buildings (assembler, furnaces, plants)
- Replies: 53
- Views: 13244
Re: programmable buildings (assembler, furnaces, plants)
The assembler putting out a signal of residue-items I think is more elegant. It is straight forward, just use a filter inserter to exsert items from the assembler And what stops the output inserter from "exerting" these residue items to output belt. The output inserter would need to be fi...
- Wed Dec 14, 2016 1:13 pm
- Forum: Ideas and Suggestions
- Topic: programmable buildings (assembler, furnaces, plants)
- Replies: 53
- Views: 13244
Re: programmable buildings (assembler, furnaces, plants)
I don't want to have to deal with entering perfect amounts of items in a system that doesn't even support insertion of perfect items without mind boggling setups that defy any reason and useabillity. Then just allow bots to take out residual items when recipe changes. The Crafting Combinator mod do...
- Wed Dec 14, 2016 3:19 am
- Forum: Ideas and Suggestions
- Topic: programmable buildings (assembler, furnaces, plants)
- Replies: 53
- Views: 13244
Re: programmable buildings (assembler, furnaces, plants)
I used a mod which allows changing assembler recipe and actually built something that works: https://youtu.be/cGfAFxHplnE My thoughs: A clever circuit network setup can workaround all the issues mentioned above. It's not easy, then again it shouldn't be Issues with input inserters locking up are sol...
- Wed Dec 14, 2016 12:06 am
- Forum: Off topic
- Topic: How did you discover Factorio?
- Replies: 69
- Views: 69392
Re: How did you discover Factorio?
Around two years ago on a Vader-san stream...
- Tue Dec 13, 2016 11:10 pm
- Forum: Ideas and Suggestions
- Topic: So what is on this belt?!? (show contents in text please)
- Replies: 2
- Views: 1598
Re: So what is on this belt?!? (show contents in text please)
That space is used when the belt tile is connected to the circuit network.
- Tue Dec 13, 2016 11:07 pm
- Forum: Gameplay Help
- Topic: Can I use circuits to automate this?
- Replies: 11
- Views: 4821
Re: Can I use circuits to automate this?
Which leads me to wonder, apart from soem very clever stuff with circuits, what else can you use them for? Around two months ago I was asking myself a similar question. Have been tinkering with circuit network stuff ever since. :D I made this a few days ago (used a mod to allow changing assembler r...
- Tue Dec 13, 2016 10:38 pm
- Forum: Ideas and Suggestions
- Topic: Liquid collisions should slowly void
- Replies: 6
- Views: 2024
Re: Liquid collisions should slowly void
<mythbuster>Am I missing an eyebrow?</mythbuster>BenSeidel wrote:Lost an eyebrow? what did you connect together!
- Tue Dec 13, 2016 8:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
- Replies: 31
- Views: 17071
Re: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
You don't need to put the power switch in range of any pole. Wires reach up to 7 tiles. True, but that's manual wiring. Which can't be blueprinted. I would prefer if no manual wiring at all was needed for power switch to work. Either by allowing it to work based on placement only without wires, or ...
- Tue Dec 13, 2016 5:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
- Replies: 31
- Views: 17071
Re: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
Could the power switch be made 3 tiles wide at least? It being two tile wide means that if two power poles can reach the power switch then those two poles can also reach each other. This causes an annoying usability issue: Place down power switch Place electric pole for right side Place electric pol...
- Tue Dec 13, 2016 4:14 pm
- Forum: Implemented Suggestions
- Topic: Fit integer number of items in transport belt
- Replies: 23
- Views: 11449
Re: Fit integer number of items in transport belt
How is that possible after 9 tiles... Rounding errors? Because in theory if the item-distances align perfectly with the tile entrance AND exit then you get 1 item more than you'd get if the item-distances are not exactly matching up with the tile entrance AND exit... so there's at least a small win...
- Tue Dec 13, 2016 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Liquid collisions should slowly void
- Replies: 6
- Views: 2024
Re: Liquid collisions should slowly void
Pushing mixed fluid types doesn't quite work. But small pumps can "slurp" up to 10 units of some liquid type at it's input. If you need to slurp more then add pipe segments at the output of the pump.
- Tue Dec 13, 2016 1:27 pm
- Forum: Implemented Suggestions
- Topic: Fit integer number of items in transport belt
- Replies: 23
- Views: 11449
Re: Fit integer number of items in transport belt
At least I don't think that XKnights suggestion of having a constant integer value of items on a single belt tile is possible from a hypothetical perspective even if the item distance was adjusted to be conform with a belt tile length... there'd still be the moment when there are 4 items on the til...
- Mon Dec 12, 2016 9:00 pm
- Forum: Ideas and Suggestions
- Topic: User Dev Proposal:Depth system for Factorio
- Replies: 6
- Views: 2763
Re: User Dev Proposal:Depth system for Factorio
Isn't the "stacked worlds" system already possible using the multiple surfaces like Factorissimo mod uses? The issue is that it probably be really hard to generate that kind of stuff procedurally while remaining consistent. I personally would prefer an elevation system more similar to what...
- Mon Dec 12, 2016 4:58 pm
- Forum: Ideas and Requests For Mods
- Topic: Power meter
- Replies: 1
- Views: 932
Re: Power meter
I made a mod which kinda does that: https://mods.factorio.com/mods/Yoyobuae/yoyobuae-transformer Open it's UI and set a signal type and it will output that signal with the power transferred across it as it's count. For example, set it to signal P and it would output P=1.8M (1.8 MW). It shows the cur...
- Mon Dec 12, 2016 6:14 am
- Forum: Gameplay Help
- Topic: How do you make a diode setup / 1 way power
- Replies: 9
- Views: 9954
Re: How do you make a diode setup / 1 way power
Transformer mod uses an assembler to drain one network and an generator to power the other. With the amount of code used to control these two entities, Accumulator links should have better performance. I recently noticed the existence of the electric-energy-interface entity. It's allows complete co...
- Fri Dec 09, 2016 4:32 pm
- Forum: Ideas and Suggestions
- Topic: Different colored Roboport, different networks
- Replies: 5
- Views: 1408
Re: Different colored Roboport, different networks
Red and green logistic networks.
- Thu Dec 08, 2016 7:33 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 91118
Re: Circuit network features for 0.15
An example of what would be possible with this feature:Assembling machine: set recipe
https://youtu.be/cGfAFxHplnE
- Thu Dec 01, 2016 10:06 pm
- Forum: Show your Creations
- Topic: One-belt Production
- Replies: 3
- Views: 3646
Re: One-belt Production
I've done a furnace using this kind of concept: https://youtu.be/hKnnk31yKuw It performs 1:1 replacement of input to output. With the output occupying the exact same space as the corresponding input. System is guaranteed to process all the input so no loopback is needed. The bad part of my design is...
- Wed Nov 23, 2016 4:39 pm
- Forum: Combinator Creations
- Topic: Yoyo's Belt+Circuit contraptions
- Replies: 21
- Views: 10678
Re: Yoyo's Belt+Circuit contraptions
The furnace setup looks very elegant, but why do you rely on coal when electric furnaces are simpler to operate? Because tech tree: Automation --> Electronics --> Circuit Network I will make a Steel Furnace version. Since by the time Circuit network is researched one would also have steel furnaces ...