Search found 236 matches

by McDuff
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...
by McDuff
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...
by McDuff
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...
by McDuff
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?
by McDuff
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.
by McDuff
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?
by McDuff
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...
by McDuff
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...
by McDuff
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.
by McDuff
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

chrisgbk wrote:
McDuff wrote:Error on game load. Factorio 16.36, no other mods loaded.
Screen Shot 2018-04-02 at 18.35.42.png
What version of CM-fix are you using? That was fixed in 0.0.22. 0.0.25 0.0.26 is current.
I deleted and resubscribed and it seems to have worked now. Thanks.
by McDuff
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...
by McDuff
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...
by McDuff
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. :D
by McDuff
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?
by McDuff
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 ...
by McDuff
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...
by McDuff
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.
by McDuff
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.
by McDuff
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....
by McDuff
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...

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