Search found 219 matches
- Wed Feb 14, 2018 7:08 pm
- Forum: Not a bug
- Topic: Stucked inserter activates when no wire signal
- Replies: 5
- Views: 2946
Re: Stucked inserter activates when no wire signal
Then it can be implemented like this: when turning off an inserter attempts to finish its swing right now and if it's not possible to do (no space or no container) then it becomes disabled (no waiting for container). With this you can still use pulse signals to activate inserters but it doesn't lead ...
- Wed Feb 14, 2018 6:18 pm
- Forum: Not a bug
- Topic: Stucked inserter activates when no wire signal
- Replies: 5
- Views: 2946
Re: Stucked inserter activates when no wire signal
I thought "off" means "off", not "off + last swing".
- Wed Feb 14, 2018 4:48 pm
- Forum: Not a bug
- Topic: Stucked inserter activates when no wire signal
- Replies: 5
- Views: 2946
Stucked inserter activates when no wire signal
I assume steps are something like:
1. Put an inserter that activates on wire condition and a chest with items behind
2. Place a cargo wagon at the front
3. Turn on the wire signal to activate the inserter
4. Turn off wire signal, remove cargo wagon - try this or an opposite order to make some of ...
1. Put an inserter that activates on wire condition and a chest with items behind
2. Place a cargo wagon at the front
3. Turn on the wire signal to activate the inserter
4. Turn off wire signal, remove cargo wagon - try this or an opposite order to make some of ...
- Wed Feb 14, 2018 2:27 am
- Forum: Resolved Problems and Bugs
- Topic: Lua Docs Inventory.getbar - misleading description
- Replies: 1
- Views: 2932
Lua Docs Inventory.getbar - misleading description
Assuming indexes in lua start from 1.
getbar() → uint
Get the current bar. This is the index at which the red area starts.
When I called setbar(1) it set 1 slot free and others locked. Which means that when I call getbar() it will return 1 but red area will actually start from index 2. So ...
getbar() → uint
Get the current bar. This is the index at which the red area starts.
When I called setbar(1) it set 1 slot free and others locked. Which means that when I call getbar() it will return 1 but red area will actually start from index 2. So ...
- Wed Feb 14, 2018 2:22 am
- Forum: Logistic Train Network
- Topic: Suggestion: set slot filters to expected item
- Replies: 1
- Views: 1527
Suggestion: set slot filters to expected item
Now it's recommended to use filter inserters but why bother if the mod can set wagon filter slots so noone can insert anything wrong?
This way even if a filter inserter stucks with a wrong item in its hand it won't put that item in a wagon like it happened to me. (Yes, I know about the "Locked ...
This way even if a filter inserter stucks with a wrong item in its hand it won't put that item in a wagon like it happened to me. (Yes, I know about the "Locked ...
- Tue Feb 13, 2018 10:56 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 518622
Re: [MOD 0.13.17+] Rampant - 0.16.20
Hi, I have another suggestion. The artillery is supposed to deal one shot kill damage to biter spawners so if you buff their hit points (with the new enemies feature) there should be an option to buff artillery.
- Tue Feb 13, 2018 8:53 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 288867
Re: [MOD 0.16] Upgrade planner
Hi, thanks for the mod. Can you make an option for normal mode to work only inside player reach range and all entities outside upgrade using robots?
- Tue Feb 13, 2018 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Transferring tasks between normal and personal roboport
- Replies: 8
- Views: 4158
Re: Transferring tasks between normal and personal roboport
The solution may be under a personal preference but the current state where you have to wait long times to build blueprints is not preferable for anyone 
Especially when it's just a cut&paste operation.
Especially when it's just a cut&paste operation.
- Tue Feb 13, 2018 11:58 am
- Forum: Ideas and Suggestions
- Topic: Transferring tasks between normal and personal roboport
- Replies: 8
- Views: 4158
Re: Transfering tasks between normal and personal roboport
The bot network does not know the difference between personal and stationary roboports.
This is not a mod request. The devs can make it know.
And personally more ofthen than not i'd much rather have the opposite. If it can be build from stationary then don't waste my time on it.
1. I suggested ...
This is not a mod request. The devs can make it know.
And personally more ofthen than not i'd much rather have the opposite. If it can be build from stationary then don't waste my time on it.
1. I suggested ...
- Tue Feb 13, 2018 11:12 am
- Forum: Ideas and Suggestions
- Topic: Transferring tasks between normal and personal roboport
- Replies: 8
- Views: 4158
Transferring tasks between normal and personal roboport
TL;DR
When a construction task exists it should be completed by personal roboport robots when player approaches.
What ?
Construction tasks should be automatically transferred between personal and normal roboport.
If a construction task is scheduled to a normal roboport robot when player ...
When a construction task exists it should be completed by personal roboport robots when player approaches.
What ?
Construction tasks should be automatically transferred between personal and normal roboport.
If a construction task is scheduled to a normal roboport robot when player ...
- Sun Feb 11, 2018 12:39 pm
- Forum: News
- Topic: Friday Facts #229 - Taiwan report & Lamp staggering
- Replies: 45
- Views: 32587
Re: Friday Facts #229 - Taiwan report & Lamp staggering
Lamps are... just lamps (I never even noticed that they don't turn on at the same time) and laser turret graphics is great but not important at all.
Instead I would like to hear any news about the belt compression issue.
Instead I would like to hear any news about the belt compression issue.
- Sat Feb 10, 2018 8:03 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.26] Negative energy consumption, accumulators not used
- Replies: 9
- Views: 7120
Re: [0.16.22] Negative energy consumption, accumulators not used
Sorry, I can't reproduce it now either. It's possible that it was caused by some kind of memory corruption and fixed itself after restart.
- Fri Feb 09, 2018 9:38 am
- Forum: Ideas and Suggestions
- Topic: Separate logistics network warnings
- Replies: 0
- Views: 944
Separate logistics network warnings
TL;DR
In tooltip show missing items separately per network.
What ?
Now all missing items are shown together. Split them by network or at least show a player personal network separately.
Why ?
Sometimes items are missing because I planned a construction "for future" somewhere far away ...
In tooltip show missing items separately per network.
What ?
Now all missing items are shown together. Split them by network or at least show a player personal network separately.
Why ?
Sometimes items are missing because I planned a construction "for future" somewhere far away ...
- Fri Feb 09, 2018 12:26 am
- Forum: Resolved Problems and Bugs
- Topic: [0.16.26] Negative energy consumption, accumulators not used
- Replies: 9
- Views: 7120
Re: [0.16.22] Negative energy consumption, accumulators not used
Uploaded except music and alien biomes.
https://www.dropbox.com/s/xm9qq44dvmc97 ... s.zip?dl=1
https://www.dropbox.com/s/xm9qq44dvmc97 ... s.zip?dl=1
- Thu Feb 08, 2018 11:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.26] Negative energy consumption, accumulators not used
- Replies: 9
- Views: 7120
Re: [0.16.22] Negative energy consumption, accumulators not used
I mean that red bar on screenshot going left. Something is really broken there.
- Thu Feb 08, 2018 7:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.26] Negative energy consumption, accumulators not used
- Replies: 9
- Views: 7120
- Thu Feb 08, 2018 2:14 pm
- Forum: Gameplay Help
- Topic: Testing nuclear reactors ratios and layouts in 0.16
- Replies: 12
- Views: 10271
Re: Testing nuclear reactors ratios in 0.16
*Updated
Ok, so the theoretical calculations are really bellow what you can do. I tested the same design in bigger scale. There you have to use 11-12 exchangers in a row and less corners but still necessary:
https://www.dropbox.com/s/avhiqbaa7949kt1/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82 ...
Ok, so the theoretical calculations are really bellow what you can do. I tested the same design in bigger scale. There you have to use 11-12 exchangers in a row and less corners but still necessary:
https://www.dropbox.com/s/avhiqbaa7949kt1/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82 ...
- Thu Feb 08, 2018 1:39 pm
- Forum: Gameplay Help
- Topic: Testing nuclear reactors ratios and layouts in 0.16
- Replies: 12
- Views: 10271
Re: Testing nuclear reactors ratios in 0.16
*Updated
I'm curious now what reactor temperature is considered good. With 272 exchangers it's on 980 C (previous screenshot) but if I connect more (at the top and bottom) it cools to 700 and some distant exchangers stop working. The maximum count of working exchangers is then 280.
So is it better ...
I'm curious now what reactor temperature is considered good. With 272 exchangers it's on 980 C (previous screenshot) but if I connect more (at the top and bottom) it cools to 700 and some distant exchangers stop working. The maximum count of working exchangers is then 280.
So is it better ...
- Thu Feb 08, 2018 12:50 pm
- Forum: Gameplay Help
- Topic: Testing nuclear reactors ratios and layouts in 0.16
- Replies: 12
- Views: 10271
Re: Testing nuclear reactors ratios in 0.16
Then they would not heat to 500 C. My tests show that they actually would at that distance.The heat pipes are the problem. The heat gets bottled up in your setup and only a fraction reaches your heat exchangers.
- Thu Feb 08, 2018 12:47 pm
- Forum: Gameplay Help
- Topic: Testing nuclear reactors ratios and layouts in 0.16
- Replies: 12
- Views: 10271
Re: Testing nuclear reactors ratios in 0.16
I like your idea of using two sides of a heat pipe. Since the row is less or equal to 12 it makes possible to put turbines just at the same row instead of limiting reactors count to 24 (2x12) and putting turbines at sides. This design works exactly as it was theoretically calculated.
https://www ...
https://www ...
