I would suggest listing the box-to-box speed.
It may be higher or lower depending on where the parts are on the belt and how far it has to swing, but B2B is going to be consistent and measurable.
Search found 123 matches
- Mon Mar 11, 2019 10:32 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Show inserter speed in tooltip
- Replies: 8
- Views: 2899
- Mon Mar 11, 2019 4:50 am
- Forum: Ideas and Suggestions
- Topic: Auto research queue
- Replies: 32
- Views: 10249
- Sun Mar 10, 2019 9:24 pm
- Forum: Ideas and Suggestions
- Topic: Allow negative evolution values
- Replies: 10
- Views: 3363
Re: Allowing negative numbers for Evolution factors
I did try searching for negative evolution but nothing came up. I'm not sure what I did wrong there, but thanks.
I'm not concerned with achievements and have never used the /evolution command, so that works for me.
I'm not concerned with achievements and have never used the /evolution command, so that works for me.
- Sun Mar 10, 2019 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Allow negative evolution values
- Replies: 10
- Views: 3363
Allowing negative numbers for Evolution factors
Is there any technical reason to not allow negative numbers in the game setup for evolution factors? I'd like to have a negative factor for the time, for example. That allows for a more casual early game since the biters would slowly calm down and chill out if I stop polluting, but still get upset a...
- Fri Mar 01, 2019 5:15 am
- Forum: Resolved Problems and Bugs
- Topic: [wheybags] [0.17.x] Player character getting stuck
- Replies: 4
- Views: 2896
Re: [0.17.x] Player character getting stuck
Got stuck in the not-so-invisible box: (Using 0.17.2)
mime-or-mine
- Fri Mar 01, 2019 3:33 am
- Forum: Duplicates
- Topic: Biters freezing
- Replies: 2
- Views: 760
Re: Biters freezing
Possibly related; instead of setting up the fallback base, I went and attacked the biters hit and run style with my axe. I did note that a lot were not being aggressive. At one point I got close to the worms and they took a shot into the melee. I got an alert about my biter being attacked/killed. I'...
- Fri Mar 01, 2019 2:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.2] Unknown Key: "Gui-not-operable"
- Replies: 0
- Views: 417
[0.17.2] Unknown Key: "Gui-not-operable"
Ctrl-clicking to insert iron into the feeder pops an error 'Unknown Key: "Gui-not-operable"' message.
screenshot
- Fri Mar 01, 2019 2:22 am
- Forum: Duplicates
- Topic: [0.17.2] Damaged Reactor description cut off
- Replies: 2
- Views: 1033
[0.17.2] Damaged Reactor description cut off
Code: Select all
Damaged reactor
A piece of the crashed ship containing a l
battery. It is still functional but critically
damaged.
Default settings, 1920x1080 screen.
- Sun Feb 17, 2019 5:59 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75075
Re: Friday Facts #279 - Train GUI & Modern Spitter
Huh.
The green bar being the entire bar was unexpected.
The grip area on the right side looks like an empty progress bar, and those dark bars lighting up would be a little more relaxed.
Nifty stuff all around tho. Looking forward to it!
The green bar being the entire bar was unexpected.
The grip area on the right side looks like an empty progress bar, and those dark bars lighting up would be a little more relaxed.
Nifty stuff all around tho. Looking forward to it!
- Wed Feb 06, 2019 2:57 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 203418
Re: [MOD 0.13] Black Market (sell and buy on the market)
I've been having fun with this lately. I don't see a way to do it at the moment, but a nifty feature would be to have an option or object which can read the current prices out as a circuit signal. That would allow an automatic cutoff of production if prices get too low to turn a profit, and an autom...
- Wed Jul 25, 2018 2:55 am
- Forum: Show your Creations
- Topic: How do you effectively supply non-laser defense perimeter
- Replies: 11
- Views: 14303
Re: How do you effectively supply non-laser defense perimeter
The turrets aren't really for fending off the artillery aggro, although they will do that during step 2. The turrets are for preventing any new bases from being built, which means no biters being spawned and no further artillery shots required after step 2 is complete. Your turrets will only need a ...
- Tue Jul 24, 2018 5:00 am
- Forum: Show your Creations
- Topic: How do you effectively supply non-laser defense perimeter
- Replies: 11
- Views: 14303
Re: How do you effectively supply non-laser defense perimeter
Artillery is the king of the battlefield. 1) Put a line of defense turrets at the edge of your artillery's autofire range. 2) Then, manually target artillery further out, and ONLY kill the spawners. Aim carefully, and leave the worms alive. 3) Profit. (Turrets no longer need resupply.) Turrets will ...
- Tue Jul 24, 2018 4:50 am
- Forum: Show your Creations
- Topic: A simple way to insert 1 fuel cell into each reactor
- Replies: 2
- Views: 9667
Re: A simple way to insert 1 fuel cell into each reactor
For a super-simple starter reactor throttle, that is good. And slightly more efficient that I'd been doing it myself, since I wasted a box and an inserter to feed the reactor inserter one cell at a time from a large stockpile. But really, for any serious reactor there is plenty of time for (the bots...
- Fri Jul 06, 2018 3:44 am
- Forum: Combinator Creations
- Topic: Combinator Jukebox
- Replies: 7
- Views: 4800
Re: Combinator Jukebox
Jukebox Mk2! This has three "tunes" pre-loaded. Make your selection using the bottom-most constant combinator, setting fish = 1, 2, or 3. Then give the inserter arm an iron plate 'coin' to begin the song! #1 is johnwhile's rendition of Twinkle Twinkle, with alternating instruments. #2 is a...
- Tue Jul 03, 2018 4:53 am
- Forum: Combinator Creations
- Topic: Combinator Jukebox
- Replies: 7
- Views: 4800
Re: Combinator Jukebox
How do you plan to actually get durations out of a speaker? As I understand it, the speakers play a fixed strum/ding/plink/etc sample, and if the signal is still present, they repeat it. IE: DingDingDingDing, not Diiiiiiiiiinnnnnng. Chords in one signal is a good addition; when the timing activates ...
- Mon Jul 02, 2018 2:49 pm
- Forum: Combinator Creations
- Topic: Combinator Jukebox
- Replies: 7
- Views: 4800
Re: Combinator Jukebox
I plugged in numbers manually, using the top left bit shifter so that timing and pitch could be typed in separately. I did a terrible job on the tune, but it works as a proof of concept. I should also note that a serious jukebox would use a "Green > 0" => "1xGreen" combinator on ...
- Sun Jul 01, 2018 3:29 am
- Forum: Combinator Creations
- Topic: Combinator Jukebox
- Replies: 7
- Views: 4800
Combinator Jukebox
I have made a Jukebox! Jump to latest, useful version in this thread: https://forums.factorio.com/viewtopic.php?f=193&t=61306#p370811 Original prototype below ------ When a green signal of 1 comes in from the bottom right, the song will be loaded from the combinators on the left and start playin...
- Tue Jun 26, 2018 7:59 pm
- Forum: News
- Topic: Friday Facts #245 - Campaign concept
- Replies: 167
- Views: 60235
Re: Friday Facts #245 - Campaign concept
Google "New Hope 4" and look at those that can't beat it. It is because it is a race against time, if you don't build the plane fast enough you can't stop the assaults. My strategy was to kill all the biters, and then take a good long sit-back to build the plane. It took a fair bit of rel...
- Thu Mar 29, 2018 12:22 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 498195
Re: Simple Questions and Short Answers
They're both plain old steam, just at different temperatures. A while back, I bled off the hot steam from a test reactor into my standard power plant, and the steam in the tanks mixed up to ~350 degrees with the turbines showing an intermediate level of "available performance". I don't kno...
- Sun Mar 25, 2018 4:45 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 498195
Re: Simple Questions and Short Answers
Has there been any !!Science!! done on steam temperature mixing?
For example, if you mix nuclear steam (500) with coal steam (165) are there any inefficiencies or rounding issues that will change the total energy value?
For example, if you mix nuclear steam (500) with coal steam (165) are there any inefficiencies or rounding issues that will change the total energy value?