Search found 288 matches

by Trebor
Tue Mar 24, 2020 7:07 pm
Forum: Ideas and Suggestions
Topic: Temporary Stations = Manual train mode
Replies: 24
Views: 10163

Re: Temporary Stations = Manual train mode

I couldn't find a single person who wouldn't prefer that the temporary train station would put train in manual mode once reached! Developers please change this! In my eyes as moderator I don’t see that there isn’t “a single person”. There are quite mixed opinions about this topic and many dozens of...
by Trebor
Tue Mar 17, 2020 12:21 pm
Forum: Won't implement
Topic: Entity Creation Tick
Replies: 4
Views: 2242

Re: Entity Creation Tick

Question from a non-modern: Is it possible to store extra data in entities you create? Can you get the current tick?
by Trebor
Fri Feb 28, 2020 9:04 pm
Forum: Gameplay Help
Topic: 2 belt lane load balancer?
Replies: 6
Views: 10480

Re: 2 belt lane load balancer?

There’s also this thread: viewtopic.php?p=452645#p452645

The last lane balancer is pretty good.
by Trebor
Sun Feb 16, 2020 11:27 pm
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 28212

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

Can we work on making the alien / survival dynamic a little more... deep? Like, I'd like to see other forms of life on the planet. Birds? Mammals? What do the bugs eat? DO they eat? Maybe there's some kind of earthquake activity, or volcanos, or I don't know, acid storms. I guess I'm just sad that ...
by Trebor
Mon Dec 23, 2019 2:47 pm
Forum: Outdated/Not implemented
Topic: Rotate objects on belts
Replies: 7
Views: 2892

Re: Rotate objects on belts

ssilk wrote:
Mon Dec 23, 2019 9:31 am
Technically the game needs to add an angle for all items.
The item angle could be tied to the belt direction, so no extra memory needed.
by Trebor
Mon Dec 09, 2019 7:22 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 49457

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

bleistift2 wrote:
Mon Dec 09, 2019 1:16 am
I never knew burner inserters could feed themselves :shock: That adds some real usefulness to them!
This why many backup steam power units incorporate them, they will startup on their one once fuel is restored.
by Trebor
Mon Dec 09, 2019 7:08 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1537891

Re: Development and Discussion

jodokus31 wrote:
Mon Dec 09, 2019 6:16 pm
However, there's an initial barrier to overcome: Handling empty barrels, which can end really bad :D
Oh yes, I’ve done that so many times. (I’m still using barrels though.)
by Trebor
Sat Nov 16, 2019 10:45 pm
Forum: Gameplay Help
Topic: Best fuel for coal liquefaction?
Replies: 1
Views: 1208

Best fuel for coal liquefaction?

What are the pros and cons of coal vs solid fuel vs rocket fuel for making steam for coal liquefaction?
by Trebor
Tue Nov 12, 2019 8:18 pm
Forum: Won't fix.
Topic: [0.17.76] Compilatron rudely deletes my Iron Ore Setup early on
Replies: 5
Views: 2023

Re: [0.17.76] Compilatron rudely deletes my Iron Ore Setup early on

Could the tiles be marked so the player can’t build on them?
by Trebor
Tue Nov 12, 2019 7:45 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1645
Views: 568949

Re: Simple Questions and Short Answers

Is there an UPS difference between an entity connected to an electric network that has no fuel and one connected to an open switch?
by Trebor
Tue Nov 12, 2019 3:32 pm
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 6926

Re: Make visible mark on boxes if the volume limit is set

Excellent idea (like anything including more bottleneck-mod‘ish features in Vanilla) both the proposed tooltip and the visual representation in alt mode. What about a bluish „item bar“ filling up (analog to the depleting health bar), if you set a stack limit the bar is drawn with a vertical pointer...
by Trebor
Tue Nov 05, 2019 2:03 pm
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 6926

Re: Make visible mark on boxes if the volume limit is set

welens wrote:
Tue Nov 05, 2019 1:19 pm
With new tooltip system I have small suggestion to add number of stack allowed being shown on tooltip.
Something like:
woodbox-tooltip.png
+1
by Trebor
Sat Sep 14, 2019 9:50 pm
Forum: Railway Setups
Topic: How to load 4 blue belts per wagon?
Replies: 52
Views: 30729

Re: How to load 4 blue belts per wagon?

This loads just less then 3 blue belts:
Screen Shot 2019-09-14 at 5.43.57 PM.png
Screen Shot 2019-09-14 at 5.43.57 PM.png (6.47 MiB) Viewed 6234 times
by Trebor
Mon Sep 09, 2019 3:23 pm
Forum: Duplicates
Topic: Wires, blueprints
Replies: 4
Views: 1386

Re: Wires, blueprints

There’s a power pole mod with a 3x3 area for just this problem.

Edit: https://mods.factorio.com/mod/TinyPole
by Trebor
Sat Sep 07, 2019 3:33 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt math, using lower tier belts to effect.
Replies: 78
Views: 33333

Re: Belt math, using lower tier belts to effect.

48 = 8 * 6 (8 items on each of 6 belt tiles). The right most column shows how many items are on a belt (output belts), the bottom row shows which items are being consumed (input belts). The other number show how much of an input belt is on an output belt. ------- I propose 3 attributes for categoriz...
by Trebor
Sat Sep 07, 2019 3:10 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt math, using lower tier belts to effect.
Replies: 78
Views: 33333

Re: Belt math, using lower tier belts to effect.

This one took a while to stabilize but it is input balanced:
Screen Shot 2019-09-07 at 11.07.05 AM.png
Screen Shot 2019-09-07 at 11.07.05 AM.png (9.01 MiB) Viewed 6596 times
by Trebor
Sat Sep 07, 2019 2:46 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt math, using lower tier belts to effect.
Replies: 78
Views: 33333

Re: Belt math, using lower tier belts to effect.

This is why I like using different items on the input belts, it allows you to see that no items from the bottom belt are consumed:
Screen Shot 2019-09-07 at 10.41.40 AM.png
Screen Shot 2019-09-07 at 10.41.40 AM.png (7.21 MiB) Viewed 6600 times
This balancer is not input balanced.
by Trebor
Sat Sep 07, 2019 1:18 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt math, using lower tier belts to effect.
Replies: 78
Views: 33333

Re: Belt math, using lower tier belts to effect.

So if you only care about output balancing the standard 4 blue belt balancer works: Screen Shot 2019-09-06 at 9.04.57 PM.png 0eNrtnd9uo8gSxl9lxO3ao+6m/0bap9i9OxpZ2O6ZINlgAR7NaJQHOA9yXuw8yQLOxg50xV3lZLXIXEU2djX8qK76Gj6TX8l6d/SHKi+a5OFXkm/Kok4e/vMrqfNvRbbr3mt+HnzykOSN3yeLpMj23asi/5H7ZXNc++RpkeTF1v9IHv...
by Trebor
Fri Sep 06, 2019 11:21 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt math, using lower tier belts to effect.
Replies: 78
Views: 33333

Re: Clarification on the term "balancing"

... "Balancing" in the context of Factorio means transforming one or several (n) rates of input (i1, i2, in) to one or several (m) rates of output (o1, o2, ... om), where all the rates of output are equal ! ... "Balancing" in the context of Factorio and in common language mostly...
by Trebor
Fri Sep 06, 2019 2:03 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Belt math, using lower tier belts to effect.
Replies: 78
Views: 33333

Re: Belt math, using lower tier belts to effect.

Not with my balancer above, uneven input OR uneven output have stable ratios. It’s only uneven inputs AND outputs that the ratios are different. Does that mean, that one could chain two of those together and have stable ratios in all cases? Unfortunately not. The way splitters work chaining two may...

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