Search found 477 matches

by coppercoil
Tue Jul 23, 2019 6:12 pm
Forum: Mods
Topic: [MOD 0.14] Text Plates
Replies: 95
Views: 43976

Re: [MOD 0.14] Text Plates

Earendel wrote:
Fri Oct 21, 2016 9:15 pm
Text Plates
Excuse me for writing a request here (I failed to register an account in discordapp).
Could you add some plates in red color? It doesn't need to be blood red, just kind of red. I’d like to write a few texts for caution in my base.
Thank you.
by coppercoil
Fri Jul 19, 2019 8:43 pm
Forum: Ideas and Requests For Mods
Topic: Lamp + Arithmetic combinator = Pixel
Replies: 11
Views: 2929

Lamp + Arithmetic combinator = Pixel

Could someone create a hybrid of lamp and arithmetic combinator? Here is a composite item (taken from wiki ) and it looks ugly: https://wiki.factorio.com/images/thumb/MultiColoredDisplay.png/400px-MultiColoredDisplay.png I'd like to have them both in one housing. Arythmetic combinator would calculat...
by coppercoil
Fri Jul 19, 2019 11:23 am
Forum: Logistic Train Network
Topic: I'm trying to optimize this classic LTN blueprint
Replies: 33
Views: 9639

Re: I'm trying to optimize this classic LTN blueprint

There is some miscommunication here. I mean 4-6 chests per one blue belt for each wagon side. Thus 4 wagons are able to provide 8 blue belts at max throughput leaving enough time for train to depart and arrive. There's nothing to discuss about it. I discuss about balancing and Madzuri logic. I suspe...
by coppercoil
Fri Jul 19, 2019 9:37 am
Forum: General discussion
Topic: Question - Is Inserter item drop position intuitive?
Replies: 104
Views: 28240

Re: Question - Is Inserter item drop position intuitive?

sosofly wrote:
Fri Jul 19, 2019 8:04 am
i think the inserter still drop the item to the farthest position when on curved belt ,it is ok
but...
the strangest thing is ..
Far side rule applies to perpendicular and curved belts. There is another case: parallel belt. That rule sounds different: right side regarding belt direction.
by coppercoil
Fri Jul 19, 2019 6:26 am
Forum: Logistic Train Network
Topic: I'm trying to optimize this classic LTN blueprint
Replies: 33
Views: 9639

Re: I'm trying to optimize this classic LTN blueprint

If you consume 4 belts, and unload the equivalent of 4 in a chest, there is a problem since you need a train 100% of time. Hence the advise of mrvn to consume slower than you can unload. No. An unload wagon -> chest is way faster than chest -> belt. If you use 6 chests, then train unload takes no m...
by coppercoil
Thu Jul 18, 2019 6:30 pm
Forum: Gameplay Help
Topic: How to trace circuit tick by tick?
Replies: 8
Views: 2339

Re: How to trace circuit tick by tick?

quyxkh wrote:
Thu Jul 18, 2019 12:03 am
Also may I suggest my circuit tracing ring buffer, there's times when the single-step-and-inspect is best, also times when you want the history for the patterns in the changes.
Thanks for sharing
by coppercoil
Thu Jul 18, 2019 6:17 pm
Forum: Logistic Train Network
Topic: I'm trying to optimize this classic LTN blueprint
Replies: 33
Views: 9639

Re: I'm trying to optimize this classic LTN blueprint

And that really how you should design your factory. You have to consume items slower than you can unload them from the train to make up for the time between trains when no unloading happens. Otherwise the buffer chests will just run dry. And that basically means the inserters from the buffer chests...
by coppercoil
Thu Jul 18, 2019 11:37 am
Forum: Logistic Train Network
Topic: I'm trying to optimize this classic LTN blueprint
Replies: 33
Views: 9639

Re: I'm trying to optimize this classic LTN blueprint

The balancing logic then only comes into play if consumption is unbalanced, in which case consumption < belt speed and saturation isn't the problem. That should be the case you build for. Consume items a hair slower than you can unload. I think both cases (full and reduced) consumption are possible...
by coppercoil
Thu Jul 18, 2019 10:26 am
Forum: Logistic Train Network
Topic: I'm trying to optimize this classic LTN blueprint
Replies: 33
Views: 9639

Re: I'm trying to optimize this classic LTN blueprint

While I like the intricate balancer designs using wagon > inserter > wide chest (spanning the whole train length) > loader > belt is simpler and has less calculations per tick than dozens short belt pieces and splitters. I haven't tried Madzuri logic in by base but I think it cannot guarantee 100% ...
by coppercoil
Thu Jul 18, 2019 6:49 am
Forum: Logistic Train Network
Topic: I'm trying to optimize this classic LTN blueprint
Replies: 33
Views: 9639

Re: I'm trying to optimize this classic LTN blueprint

maybe the thing that mess up your math is when you take from only one side of the belt at the end. The 8x8 balancer does it between belts, not between side of belt. I think you need to balance wagons, not chests. Chest balancing is the simplest way to balance wagons, but it's not neccessary. Chest ...
by coppercoil
Wed Jul 17, 2019 8:56 pm
Forum: Gameplay Help
Topic: How to trace circuit tick by tick?
Replies: 8
Views: 2339

Re: How to trace circuit tick by tick?

Thank you.
by coppercoil
Wed Jul 17, 2019 8:45 pm
Forum: Gameplay Help
Topic: How to trace circuit tick by tick?
Replies: 8
Views: 2339

Re: How to trace circuit tick by tick?

I need more detail answer kinda "for dummies". I went to the options and found "Tick once" is set to "Numpad .". I pressed that key and nothing happened. There should be something more I should know.
by coppercoil
Wed Jul 17, 2019 8:28 pm
Forum: Gameplay Help
Topic: How to trace circuit tick by tick?
Replies: 8
Views: 2339

How to trace circuit tick by tick?

I’m building a complex circuit and it doesn’t work. Is there any possibility to hold the game, inspect signals and continue in 1 tick steps?
by coppercoil
Wed Jul 17, 2019 6:34 pm
Forum: Logistic Train Network
Topic: I'm trying to optimize this classic LTN blueprint
Replies: 33
Views: 9639

Re: I'm trying to optimize this classic LTN blueprint

when i take one yellow inserter on nuclear fuel, it still happens. Weird! How many items has left in the wagon? 1-3 x Inserter-Stack should be considered ok, it's negligible for 8-belt flow. One-inserter consumption is not a common case for a such setup. Low consumption means train can stay longer ...
by coppercoil
Wed Jul 17, 2019 5:02 pm
Forum: Logistic Train Network
Topic: I'm trying to optimize this classic LTN blueprint
Replies: 33
Views: 9639

Re: I'm trying to optimize this classic LTN blueprint

The problem happens if you only use a couple of the lanes after the balancer, not all 8 Here's the key to the answer. That 8x8 balancer is not throughput unlimited. It's limited. Balanced != unlimited. Here is the only unlimited 8x8 balancer I have found on the whole internet. 0eNqlmutO4zAQhd/Fv9OV...
by coppercoil
Tue Jul 16, 2019 4:32 pm
Forum: Logistic Train Network
Topic: I'm trying to optimize this classic LTN blueprint
Replies: 33
Views: 9639

Re: I'm trying to optimize this classic LTN blueprint

Madzuri logic is not necessary if you: unload chests to both belt lanes independently; use 2:1 (N:1) balancer to merge single wagon chests; use 4:4 (M:M) throughput unlimited balancer (not shown) for all wagons (each side can be balanced independently). NoMadzuri.png If chests become unbalanced for ...
by coppercoil
Fri Jul 12, 2019 7:24 pm
Forum: Ideas and Requests For Mods
Topic: Poor ore visualizer
Replies: 8
Views: 2247

Re: Poor ore visualizer

Yeah, I'm unsure about that myself. So far I've used it where I lay down an initial "scan here" marker, and the scanner walks through that - like the fusion of the "check for empty" and "scanner" code, basically getting the location from something hand-placed. No rando...
by coppercoil
Thu Jul 11, 2019 7:05 pm
Forum: Balancing
Topic: A Case for Balancing Nuclear Power
Replies: 83
Views: 28822

Re: A Case for Balancing Nuclear Power

In addition to this, nuclear power setups use tons of water. Taking water in by train is less than ideal in most cases since so much water is consumed. In fact, some friends and I were jokingly talking about units of consumed water in wagons/second. I wouldn't say it's a joke. If you’re building a ...
by coppercoil
Tue Jul 09, 2019 8:23 pm
Forum: Gameplay Help
Topic: How to reset a combinator containing feedback?
Replies: 2
Views: 1061

Re: How to reset a combinator containing feedback?

DaveMcW wrote:
Tue Jul 09, 2019 8:17 pm
Use a decider combinator with R=0.
Thank you, it's so easy :)
by coppercoil
Tue Jul 09, 2019 8:13 pm
Forum: Gameplay Help
Topic: How to reset a combinator containing feedback?
Replies: 2
Views: 1061

How to reset a combinator containing feedback?

I’ve got an arithmetic combinator and feedback loop, it works as signal accumulator. accumulator.png I need to reset all looped signals using some external reset signal (single pulse or constant). My first thought was to add second combinator and send R = -1 for reset. AccReset.png Well… all signals...

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