Search found 314 matches
- Thu Sep 03, 2015 8:22 am
- Forum: General discussion
- Topic: Future use of sattelites? To get off this damn planet!
- Replies: 6
- Views: 12889
Re: Future use of sattelites? To get off this damn planet!
So Biters are the next cows... interesting. I hope they eat trees though. Much beefier Biters.
- Wed Aug 26, 2015 7:06 pm
- Forum: Gameplay Help
- Topic: How to make this combinator+request chest more efficient ?
- Replies: 7
- Views: 9647
Re: How to make this combinator+request chest more efficient ?
By using a negative number, it makes adding the item cancel it out to zero. It becomes more like a count down to how many items you need since the signals on the same wire always get added together.
- Tue Aug 25, 2015 7:28 am
- Forum: Gameplay Help
- Topic: Train Sidings, what am i doing wrong?
- Replies: 9
- Views: 15122
Re: Train Sidings, what am i doing wrong?
The sidings have one way signals entering them. You should make them double signals like the one on the signal track. One-way sidings are the only safe way to set up such a passing block. If both tracks are two-way, a deadlock will happen if four trains, 2 in each direction, enter adjacent passing ...
- Mon Aug 24, 2015 8:57 pm
- Forum: Gameplay Help
- Topic: Train Sidings, what am i doing wrong?
- Replies: 9
- Views: 15122
Re: Train Sidings, what am i doing wrong?
The sidings have one way signals entering them. You should make them double signals like the one on the signal track. Then remove the double signals on the single track. When using a single line like that, you only need signals on the entrance and exit branches.
- Sat Aug 22, 2015 12:53 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Logistic Combinators
- Replies: 49
- Views: 42706
Re: [MOD 0.12.x] Logistic Combinators
One thing to be mindful is negative numbers. Since the logistic bots will try to carry max load, this does cause the numbers to spike into negatives. If you're doing any arithmetic on the data, it can cause unintended behaviors. A simple decider combinator to ensure a non negative number can filter ...
- Wed Aug 19, 2015 12:51 am
- Forum: Videos
- Topic: X-Perimental - Logistics & Logic in .12
- Replies: 10
- Views: 19865
Re: X-Perimental - Logistics & Logic in .12
Automatically Repaired Biter Plow Well, I think I've discovered a very powerful strategy to easily remove bases with fewer worms. A tank with repair packs becomes a poor man's shield and is very effective at taking biters & spitters on. Big worms still pose a threat, but it takes 2-3 worms befo...
- Tue Aug 18, 2015 9:26 am
- Forum: General discussion
- Topic: Trains trains, and SIGNALS
- Replies: 2
- Views: 5602
Re: Trains trains, and SIGNALS
The first chain signal the train will stop at, so you want it before an intersection where it would be ok for it wait its turn. Now, the rest of the chain signals will mark a path in which the train must wait the first one until every block on that path is open to the first normal signal. So if you ...
- Tue Aug 18, 2015 9:21 am
- Forum: Videos
- Topic: X-Perimental - Logistics & Logic in .12
- Replies: 10
- Views: 19865
Re: X-Perimental - Logistics & Logic in .12
Turret Creep
Been a bit sick lately so I'm rather nasally. I'm covering my borders with power poles as backbone for future power expansions as well as preventing biter nests coming back. It's coming time I upped my firepower.
Been a bit sick lately so I'm rather nasally. I'm covering my borders with power poles as backbone for future power expansions as well as preventing biter nests coming back. It's coming time I upped my firepower.
- Mon Aug 17, 2015 9:05 am
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 145340
Re: Bugs and problems
It also appears that the airplane collides with the logistic train. Yay collision masks.
- Mon Aug 17, 2015 12:43 am
- Forum: General discussion
- Topic: New player with a mod question!
- Replies: 5
- Views: 8539
Re: New player with a mod question!
Really depends on the mod. Mods that change things like the location of ores such as RSO may not work, but I think there is a way to get it to take over. Mods that add new ores will only appear in ungenerated chunks so you'll need to go farther to get them unless you force the specific ores to regen...
- Mon Aug 17, 2015 12:39 am
- Forum: Mods
- Topic: Automated Blueprint Deployer - Proof of Concept w/ video
- Replies: 19
- Views: 20696
Re: Automated Blueprint Deployer - Proof of Concept w/ video
The possibilities are quite a many. Should add in a way to make a deconstruction planner, even just to clear the old or trees. I was thinking of using belts to pass multiple blueprints around & control their input into the autofab. Each one will build their part when all the materials are presen...
- Sun Aug 16, 2015 7:50 pm
- Forum: Ideas and Suggestions
- Topic: Filter Settable Roboport Material Slots
- Replies: 6
- Views: 3382
Re: Filter Settable Roboport Material Slots
No... that's not the same thing. If you put a requester chest down & use an inserter to feed that storage chest, items from the chest will be taken to fill the requester & bots will just endlessly move stuff back & forth. The point of the change is have some items held in a nearby robopo...
- Sun Aug 16, 2015 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Filter Settable Roboport Material Slots
- Replies: 6
- Views: 3382
Re: Filter Settable Roboport Material Slots
I am confused; are you suggesting to more or less add item slots into roboports, and items placed in these slots will be evenly distributed to other roboports are reserved for cargo bots? No, not really adding or removing slots. The repair slots on roboports are hardcoded to be repair packs only as...
- Sun Aug 16, 2015 3:26 am
- Forum: Ideas and Suggestions
- Topic: Filter Settable Roboport Material Slots
- Replies: 6
- Views: 3382
Filter Settable Roboport Material Slots
The idea is basically that I would love being able to have roboports act as a distribution center by filling it with commonly needed goods other than repair packs that may be useful to have on hand closer to where they are need in the case of destruction or construction. The change would be make the...
- Sat Aug 15, 2015 11:28 am
- Forum: General discussion
- Topic: never underestermate biters
- Replies: 4
- Views: 6927
Re: never underestermate biters
The best way to tackle worms is with turrets, my main to big worm killing strats have a low & high tech version. Low Tech - Requires gun turrets: Ideally you want piercing rounds and some damage upgrades, but with just turrets this strategy can work. What you do is craft a stack or two of repair...
- Sat Aug 15, 2015 9:31 am
- Forum: 5dim's mod
- Topic: Bugs and problems
- Replies: 279
- Views: 145340
Re: Bugs and problems
Hey so I've ran into the smart inserter not accepting wire connections in .12.3 with the 0.1.0 automatization. I've gotten them to work again by adding the following setting to the entity definition:
circuit_wire_max_distance = 7.5
circuit_wire_max_distance = 7.5
- Sat Aug 15, 2015 5:10 am
- Forum: Mods
- Topic: Automated Blueprint Deployer - Proof of Concept w/ video
- Replies: 19
- Views: 20696
Re: Automated Blueprint Deployer - Proof of Concept w/ video
Very awesome! I'll make a series around this mod once it's ready to go.
- Fri Aug 14, 2015 8:47 am
- Forum: Ideas and Suggestions
- Topic: IDEA: Hire Yuoki to do ALL your ingame graphics :P
- Replies: 13
- Views: 4183
Re: IDEA: Hire Yuoki to do ALL your ingame graphics :P
Eh, I think YuokiTani's work is worthy of laxing the requirements. From my very first foray into the modding section, your work was all over and it fit with Factorio. Even if it's for not, you certainly deserve a nod of recognition like this thread. We all do seriously appreciate your work.
- Fri Aug 14, 2015 8:17 am
- Forum: Show your Creations
- Topic: Combinator Build Code Factory
- Replies: 9
- Views: 16443
Re: Combinator Build Code Factory
Wow, your solution was more elegant than mine. The only thing I could come up was calibrating the item detection to the speed of the inserter. using a -1 multiplication that comes back on a tick delay is so much better. I keep forgetting about the tick delays. Really starting to wish I paid more att...
- Wed Aug 12, 2015 7:38 am
- Forum: Videos
- Topic: Orders Up! Place your orders!
- Replies: 71
- Views: 26797
Re: Orders Up! Place your orders!
Atomic Power
Decided to throw in some atomic power and got some power plants runnings. Getting back on focusing on the mammoth order while getting things tuned for .12 changes. Hoping to do a live stream this weekend working building the new main factory.
Decided to throw in some atomic power and got some power plants runnings. Getting back on focusing on the mammoth order while getting things tuned for .12 changes. Hoping to do a live stream this weekend working building the new main factory.