Search found 133 matches
- Sat Dec 29, 2018 7:04 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 172952
Re: Friday Facts #275 - 0.17 Science changes
Excited for the new recipes. I tend to quit bases around the transition from blue to purple science, as the scale gets huge, but I don't have exoskeletons and everything feels so tedious. With purple vs. yellow more of a choice, I can finally get yellow first, and then do purple after I can actually...
- Mon Nov 12, 2018 3:39 am
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 20383
Re: Circuit network connections for splitters
I use splitters for more than just backbones. I split items up from belts to their respective train loader and it would really help when i have an automated station (that is, items change based on what recipe it's currently doing) to set up which train loader gets what items. I don't intend to expl...
- Sun Nov 11, 2018 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 20383
Re: Circuit network connections for splitters
I suspect a programmable filter is useless. Compared to the filter inserter, a splitter guarantees its item will back up, instead of passing through. Letting an item back up on a mixed belt is almost never what you want, as it easily deadlocks. If an item is so toxic to the system ahead of it that i...
- Thu Nov 08, 2018 3:26 am
- Forum: Implemented Suggestions
- Topic: Sync Mods + Load Game as a single operation
- Replies: 6
- Views: 4347
Re: Sync Mods + Load Game as a single operation
I changed my mind. This feature would not solve the problem. I am going to create separate mod folders for every one of my worlds, and separate .bat files to launch directly to the world, using its own mods. This will be faster than any in-game feature for reloading mods. Only a customized launcher ...
- Wed Nov 07, 2018 10:55 pm
- Forum: Ideas and Suggestions
- Topic: Burner inserters should always be able to fuel themselves.
- Replies: 6
- Views: 2978
Re: Burner inserters should always be able to fuel themselves.
I like them how they are. The belt speed wouldn't make my "top 3 annoyances" with them: Always pre-fuel burner inserters that are moving non-fuel items, before connecting the belts behind them, or they will immediately break themselves moving an item instead of grabbing fuel. Never let the...
- Wed Nov 07, 2018 4:18 pm
- Forum: Ideas and Suggestions
- Topic: Condensers
- Replies: 18
- Views: 5955
Re: Condensers
It would allow you to to create fully independent bases that don't even care about being connected to your main power supply that are supplied by steam and don't care about location. Blueprints that rely on steam power and don't need to be manually hooked up to a water source, but instead utilize y...
- Wed Nov 07, 2018 3:31 pm
- Forum: Implemented Suggestions
- Topic: Sync Mods + Load Game as a single operation
- Replies: 6
- Views: 4347
Sync Mods + Load Game as a single operation
TL;DR "Load this game, with these mods," as a single operation. What ? Factorio knows how to start directly into a game. It just isn't being asked to. The --load-game command line option exists, and works. "Sync Mods" already replaces Factorio with a new process. It could simply...
- Wed May 30, 2018 3:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.16.43] Inserter inconsistency when grabbing from belts
- Replies: 6
- Views: 3531
Re: [kovarex] [0.16.43] Inserter inconsistency when grabbing from belts
My blueprint still produces it for me in 0.16.46:
https://youtu.be/zi6KU6maWlw
Unfortunately I don't know how to do the tick timing with combinators, only to check if a belt has full throughput with splitters.
https://youtu.be/zi6KU6maWlw
Unfortunately I don't know how to do the tick timing with combinators, only to check if a belt has full throughput with splitters.
- Sun May 27, 2018 2:17 am
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen] [0.16.43] Inserter inconsistency when grabbing from belts
- Replies: 6
- Views: 3531
Re: [0.16.43] Inserter inconsistency when grabbing from belts
I confirmed this in a different way, using priority splitters to tell when the belt ahead was blocked. Only the mirrored south orientation ever overflowed onto the other side of the splitter.
edit: idk if this is even useful, but here's my test blueprint, and a picture of which belt overflows.
edit: idk if this is even useful, but here's my test blueprint, and a picture of which belt overflows.
- Sun Apr 29, 2018 6:24 pm
- Forum: Resource Spawner Overhaul
- Topic: Wrong code applies richness modifier
- Replies: 4
- Views: 2316
Wrong code applies richness modifier
Sorry if I'm reporting this in the wrong place. Also I only know Lua, almost nothing about Factorio modding. http://i.imgur.com/oBFbsFX.png This probably meant to do "res_conf.type" instead of "type". The latter is a function reference, and will always compare unequal to those st...
- Mon Jan 22, 2018 9:34 pm
- Forum: Duplicates
- Topic: [0.16.17] Crash After Placing Splitter
- Replies: 2
- Views: 905
Re: [0.16.17] Crash After Placing Splitter
Wasn't this either; I removed the turret and it still crashed. I think I'm done trying to guess.
- Mon Jan 22, 2018 9:11 pm
- Forum: Duplicates
- Topic: [0.16.17] Crash After Placing Splitter
- Replies: 2
- Views: 905
- Fri Dec 15, 2017 1:10 am
- Forum: Resource Spawner Overhaul
- Topic: Usefull commands for Map-tests
- Replies: 11
- Views: 101174
Re: Usefull commands for Map-tests
(I realize the thread is 1+ years old, but it still shows up on Google. I'm still using this thread in Dec 2017.) I like to add a line to make the map always bright: /c game.forces.player.chart(game.player.surface, {lefttop = {x = -2048, y = -2048}, rightbottom = {x = 2048, y = 2048}}) /c game.spee...