Search found 499 matches

by Yoyobuae
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...
by Yoyobuae
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...
by Yoyobuae
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...
by Yoyobuae
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...
by Yoyobuae
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...
by Yoyobuae
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.
by Yoyobuae
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...
by Yoyobuae
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

BenSeidel wrote:Lost an eyebrow? what did you connect together!
<mythbuster>Am I missing an eyebrow?</mythbuster>
by Yoyobuae
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 ...
by Yoyobuae
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...
by Yoyobuae
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...
by Yoyobuae
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.
by Yoyobuae
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...
by Yoyobuae
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...
by Yoyobuae
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...
by Yoyobuae
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...
by Yoyobuae
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. ;)
by Yoyobuae
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

Assembling machine: set recipe
An example of what would be possible with this feature:
https://youtu.be/cGfAFxHplnE
by Yoyobuae
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...
by Yoyobuae
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 ...

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