Search found 205 matches

by Tinyboss
Wed Jul 13, 2016 12:25 pm
Forum: General discussion
Topic: [Fixed in 13.9] Intended, or an oversight? (belt sensors)
Replies: 7
Views: 3056

Re: Intended, or an oversight? (belt sensors)

Yeah, that's more or less what I've been making. But your regulator doesn't activate right away--once the input (power < 40%) changes, the item has to travel all the way across the belt tile before the output changes. If it worked the way I described in the OP, it could be immediate.
by Tinyboss
Tue Jul 12, 2016 10:59 pm
Forum: General discussion
Topic: [Fixed in 13.9] Intended, or an oversight? (belt sensors)
Replies: 7
Views: 3056

[Fixed in 13.9] Intended, or an oversight? (belt sensors)

Make a belt, connect a single tile to a power pole, and set it to both enable/disable, and read contents (hold). Make sure it's disabled, and put an item at the beginning of the belt. It'll get stopped by the disabled section, but if you mouse over the power pole you see that it's sensing that item....
by Tinyboss
Tue Jul 12, 2016 10:43 pm
Forum: Ideas and Suggestions
Topic: Underground Belt and undergroud-pipes cost by length
Replies: 11
Views: 3224

Re: Underground Belt and undergroud-pipes cost by length

I like the idea, but maybe it's a bit hard to make it a feature into the game because of how building works in factorio. Right now you craft an underground pipe and you are able to put it within a range of another already built underground pipe, right? you already have paid de cost before deciding ...
by Tinyboss
Tue Jul 12, 2016 5:25 pm
Forum: Implemented Suggestions
Topic: [0.13] Get train content as signal from train stop
Replies: 52
Views: 29041

Re: [0.13] Get train content as signal from train stop

Many people have already seen that the problem with this is that the holding cargo of the whole train isn't as useful as a single wagon's cargo. This is why I think it shouldn't be a train-station thing but a rail block thing. I'd like to be able to connect a rail to the circuit network. The rail s...
by Tinyboss
Tue Jul 12, 2016 3:14 pm
Forum: Ideas and Suggestions
Topic: Item burner
Replies: 5
Views: 3202

Re: Item burner

It is currently really hard to get rid off unwanted items. Do you mean in really large quantities? In small quantities it's not too hard--I just plop down a chest, fill it up, and machinegun it. And I guess if you need to get rid of a really large quantity of stuff you could put down a requester ch...
by Tinyboss
Tue Jul 12, 2016 2:42 am
Forum: Implemented Suggestions
Topic: Inserters pick up fish
Replies: 2
Views: 9832

Re: Inserters pick up fish

Ooh, now that we have landfill, we could make a fish farm!
by Tinyboss
Mon Jul 11, 2016 9:23 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28452

Re: [0.13] Make inserter stack bonus individually configurable

So my approach of using the filter signals themselves as stack sizes would cover all possibilities, including yours. I agree, using the quantities as a stack size limit when setting the filter from the circuit network is the perfect solution. I didn't like that only filter inserters could be used t...
by Tinyboss
Mon Jul 11, 2016 8:28 pm
Forum: Ideas and Suggestions
Topic: Quick access bar for circuit selection (mockup image inside)
Replies: 4
Views: 1191

Quick access bar for circuit selection (mockup image inside)

Image

To edit one of the quick access slots, you'd right click it, which would put a highlight around it, then click the signal (or set the constant) you want to put there.
by Tinyboss
Mon Jul 11, 2016 8:26 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28452

Re: [0.13] Make inserter stack bonus individually configurable

https://i.redd.it/5oygms6p4g8x.png Very nice, but as the others already stated with using the filters for that we could change the stack size via circuits, while it is working. I can think a number of things that could be done with that and I think when you reduce the number to 1 while filling a tr...
by Tinyboss
Mon Jul 11, 2016 2:49 pm
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28452

Re: [0.13] Make inserter stack bonus individually configurable

How about something like this? https://i.redd.it/5oygms6p4g8x.png The stack size limit could be a constant or a circuit network signal, and would be clamped between zero and the inserter's maximum stack size. This would be completely flexible but still easy to use, and for example would make moving ...
by Tinyboss
Fri Jul 08, 2016 4:18 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Laser turrets without spending drain energy
Replies: 31
Views: 34744

Re: Laser turrets without spending drain energy

So I tried to set this up, and it worked great. The spotter turret draws the accumulator down below 100%, turning on the other turrets. But, when I set up the next set of turrets down the line, it doesn't work--the spotter turret fires, but never draws the accumulator down below 100%. I've checked a...
by Tinyboss
Sun May 08, 2016 2:23 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71167

Re: Friday Facts #137 - The release scarecrow

There are many things which I dislike according to it, starting with trains, which is most capable and powerfull transport in the game already, got another huge buff. Add information from another FFF, in which they said they plan to increase amount of slots in carts too (in the future). But I don't...
by Tinyboss
Sat May 07, 2016 7:10 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 71167

Re: Friday Facts #137 - The release scarecrow

Sorry if this was already asked (there were already 11 pages by the time I got here!), but couldn't the rapid inserter go ahead and move a partial load if it's been waiting more than, say, one second for more items to show up? Or is the bottlenecking behavior intended as a challenge to work around?
by Tinyboss
Tue Mar 15, 2016 12:51 pm
Forum: Mods
Topic: [MOD 0.12.26] Picker: Easily select items from inventory
Replies: 125
Views: 64041

Re: [MOD 0.12.x] Picker: Easily select items from inventory

I finally got around to updating this for the scripting changes introduced in 12.11 (I haven't been playing Factorio lately).
by Tinyboss
Fri Mar 11, 2016 1:33 pm
Forum: Gameplay Help
Topic: Do we still pass fuel around a belt to switch steam/solar?
Replies: 3
Views: 2887

Do we still pass fuel around a belt to switch steam/solar?

It's been a year or more since I played, and I'll probably be at that point later today. Is there a new state of the art for having steam power only turn on as a backup to solar, or is it still the old way?
by Tinyboss
Sat Aug 22, 2015 1:03 am
Forum: Ideas and Suggestions
Topic: Programmable smart inserter filters (was: network inserters)
Replies: 9
Views: 3744

Re: Network Inserter (Edit: modify smart inserter instead)

Sorry, maybe it's a translation problem or something else, but I don't get it. As I understand it the title of this should be: "Programmable filters for smart inserters" And I don't understand the answer from tinyboss: Why can't I limit the production via logistic conditions? I think that...
by Tinyboss
Thu Aug 20, 2015 12:11 pm
Forum: Ideas and Suggestions
Topic: Programmable smart inserter filters (was: network inserters)
Replies: 9
Views: 3744

Re: Network Inserter (Edit: modify smart inserter instead)

Why do you want this? I mean, I can think of some uses, but what is your usage-case(s)? A bunch of one-roboport-sized logistic networks that pass the produced/consumed items back and forth among them. I can't really limit production using smart inserters and logistic conditions, since they're all s...
by Tinyboss
Tue Aug 18, 2015 12:09 pm
Forum: This Forum
Topic: Where is ssilk?
Replies: 15
Views: 18333

Re: Where is ssilk?

We all wish you a swift recovery!
by Tinyboss
Mon Aug 17, 2015 3:41 pm
Forum: Show your Creations
Topic: Silly challenge: 4-way "diffuser"
Replies: 4
Views: 11170

Silly challenge: 4-way "diffuser"

So I had this idea for a modular factory, a grid of disconnected roboports, with belts running between them. Each square would take what it needs from the belts, and put back what it produces. I wouldn't even try to send anything to a particular place, but rather just let it "diffuse" thro...
by Tinyboss
Mon Aug 17, 2015 12:07 pm
Forum: Ideas and Suggestions
Topic: Memos for other player (or note to self)
Replies: 10
Views: 4809

Re: Memos for other player (or note to self)

I've wished for this, too. I keep a to-do list in a text editor, but it would be nice to have it saved with the game, and also to have notes tied to particular places in the world.

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