Search found 236 matches
- Mon Apr 09, 2018 12:37 pm
- Forum: Ideas and Suggestions
- Topic: forced ratio splitter
- Replies: 4
- Views: 2102
Re: forced ratio splitter
combinator belt mixer.PNG One combinator will do this, with more than one item if you need it (you may get odd ratios if you don't use even numbers). Set the first belt column to read-hold and the second row to switch on if A = 1. (I admit I spent far too long doing multiple-combinator solutions th...
- Sat Apr 07, 2018 1:34 pm
- Forum: Mods
- Topic: [MOD 0.17] Crafting Combinator
- Replies: 179
- Views: 73183
Re: [MOD 0.15] Crafting Combinator
Quick question, how is the "clear inserter hands" logic working? I've noticed that even with it turned on I can definitely get inserters to jam. However, I am using two stack inserters per machine - is it designed to work with one inserter? [EDIT] -- I can get it to jam with one inserter t...
- Fri Apr 06, 2018 10:05 pm
- Forum: Logistic Train Network
- Topic: How does priority work?
- Replies: 22
- Views: 18653
How does priority work?
I've got some areas set up with a requester station for inputs and a provider station for outputs. I also have an "overflow" system set up so that if, for instance, there is too much iron plate in the area, it gets belted to the provider for pickup so it can be taken back to central storag...
- Fri Apr 06, 2018 9:49 pm
- Forum: Ideas and Requests For Mods
- Topic: Is this suggestion moddable - adding more wire colours
- Replies: 2
- Views: 861
Is this suggestion moddable - adding more wire colours
See this suggestion thread.
Question: does anyone know if this would be theoretically moddable, i.e. could one specify a new colour of circuit wire in Lua? Or does this definitely need a dev with source access to do?
Question: does anyone know if this would be theoretically moddable, i.e. could one specify a new colour of circuit wire in Lua? Or does this definitely need a dev with source access to do?
- Fri Apr 06, 2018 9:47 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Small, circuit-wire-only power poles.
- Replies: 11
- Views: 2993
Re: [Request] Small, circuit-wire-only power poles.
Yes I know you can do that. It's a pole that's *graphically* small that I'm after. If you stick a power pole on the bottom edge of a combinator row, it overlaps all the combinators visually, obscuring some of the wires.
- Fri Apr 06, 2018 9:42 pm
- Forum: Ideas and Suggestions
- Topic: Buffer/Requester chests to send requests to circuit network
- Replies: 4
- Views: 1294
Re: Buffer/Requester chests to send requests to circuit network
Can't you use a constant combinator to send signals to set the requests of the chests and the filters of the loaders?
- Fri Apr 06, 2018 2:39 pm
- Forum: Ideas and Suggestions
- Topic: Logistic transportation to bridge belt-rail gap
- Replies: 3
- Views: 1206
Re: Logistic transportation to bridge belt-rail gap
The mid point of belts-rails-bots isn't quantity but flexibility. Some modders are developing "programmable belt routing" systems which I haven't got to grips with yet, but some kind of "ground based, fuel-using robots," that perhaps pathed down asphalt roads or one tile wide nar...
- Fri Apr 06, 2018 2:32 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Small, circuit-wire-only power poles.
- Replies: 11
- Views: 2993
[Request] Small, circuit-wire-only power poles.
When I'm making circuits, it would sometimes be really nice to have a little input or output post for sections that I could label up as "put the input here." You can use power poles for this but they create copper power lines which can be annoying, and also visually clutter up the space, e...
- Thu Apr 05, 2018 9:50 am
- Forum: Ideas and Suggestions
- Topic: buildings are no longer items
- Replies: 13
- Views: 3735
Re: buildings are no longer items
The only way this kind of thing would work is if we got construction robots from the start. Pretty sure that in order to make this change happen you'd basically have to write a whole new game.
- Wed Apr 04, 2018 12:04 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 388141
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
I deleted and resubscribed and it seems to have worked now. Thanks.chrisgbk wrote:What version of CM-fix are you using? That was fixed in 0.0.22.McDuff wrote:Error on game load. Factorio 16.36, no other mods loaded.0.0.250.0.26 is current.
- Wed Apr 04, 2018 11:46 am
- Forum: Combinator Creations
- Topic: Split and prioritize output belt (and merge multiband right)
- Replies: 14
- Views: 21446
Re: Split and prioritize output belt (and merge multiband right)
It's been a while, but I always wanted to do an update video where I fixed your splitter according to your feedback, tried to improve on my concepts and have a better testing setup. Now with the new output priority mechanic it was a good motivation to not only do that video, but also compare the ne...
- Wed Apr 04, 2018 11:14 am
- Forum: Logistic Train Network
- Topic: Stations & other LTN based designs
- Replies: 229
- Views: 263320
Re: Stations & other LTN based designs
I think I know the answer to this, but just wondering if there's any solution to get a train to do load/unload in one go? For eg, Drop off the materials to make green circuits and pick up the green circuits that have been made in one trip/station rather than 2? Pretty sure it's not possible but woul...
- Wed Apr 04, 2018 11:02 am
- Forum: Texture Packs
- Topic: [No longer available] Old graphics
- Replies: 66
- Views: 28697
Re: WIP: Deadlock's Industrial Revolution (image heavy)
Oh, also, love the look of the bronze bots.
- Wed Apr 04, 2018 11:02 am
- Forum: Texture Packs
- Topic: [No longer available] Old graphics
- Replies: 66
- Views: 28697
Re: WIP: Deadlock's Industrial Revolution (image heavy)
Has anyone tried to use the train logic to make smaller "carts" that would work like little mini bots on the ground, burning coal and going down narrow gauge tracks?
- Wed Apr 04, 2018 11:00 am
- Forum: Ideas and Suggestions
- Topic: Conveyor belt speed (blue)
- Replies: 58
- Views: 14460
Re: Any performance reason for blue belt to be at 40/s?
I use the mod that does this and it makes a lot more sense for me - it's actually how I thought it worked before and was confused when it wasn't. 4 yellows compress to 2 reds compress to 1 blue. I also use the "vaccuum belts" mod because I like the idea of a higher tier of belt that works ...
- Wed Apr 04, 2018 12:54 am
- Forum: Ideas and Suggestions
- Topic: Roll mods into the base game
- Replies: 18
- Views: 4702
Re: Roll mods into the base game
And I am sure devs will be spammed with such requests as soon as they add any single mod "just because community demanded it". Then, suddenly, Factorio will end like Minecraft, with hordes of kids on servers, and devs adding pets instead of fixing stuff and creating new content for old-ti...
- Tue Apr 03, 2018 12:58 pm
- Forum: Ideas and Suggestions
- Topic: Avatar Teleporter
- Replies: 45
- Views: 13816
Re: Teleportation pads
Wasn't there an idea somewhere for a "control centre" that would enable you to easily remote manage parts of your base without being there? I think that would be a more Factorio-style thing than teleports in vanilla.
- Tue Apr 03, 2018 12:56 pm
- Forum: Ideas and Suggestions
- Topic: Roll mods into the base game
- Replies: 18
- Views: 4702
Re: Roll mods into the base game
Quite so.
I think that's the standard for the kinds of mods that would work for a project like this. "Standard functionality+" mods, rather than game changey mods.
I think that's the standard for the kinds of mods that would work for a project like this. "Standard functionality+" mods, rather than game changey mods.
- Tue Apr 03, 2018 12:48 pm
- Forum: Ideas and Suggestions
- Topic: Roll mods into the base game
- Replies: 18
- Views: 4702
Re: Roll mods into the base game
Deadlock: That's why I marked that one as contentious. It adds rather than changes, but it might require too much refactoring. Much of the LTN functionality crops up here as suggestions and requests so there's definitely some demand for more flexibility. It might not work, but it could be discussed....
- Tue Apr 03, 2018 12:07 pm
- Forum: Ideas and Suggestions
- Topic: Roll mods into the base game
- Replies: 18
- Views: 4702
Roll mods into the base game
TLDR Some mods are very useful but they rely on community support, which can be spotty. Would like a community process for flagging up mods to be rolled into the base game, with original author credit. What, why etc Some mods change the game totally, which is great. But some others add functionalit...