Search found 413 matches
- Sat Jun 11, 2016 8:06 am
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 54804
Re: Friday Facts #142 - Playtesting
On the crane thingy. First I hoped it would be some kind of fluid (un)loader filling in fluids from above into the new fluid tanker that we're so eagerly waiting for :) Then I noticed the crane does not have a pipe connection, so it's probably not this. In the shadow you can see two thin lines, whic...
- Fri Jun 03, 2016 7:33 am
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 122486
Re: Version 0.12.35
So; it is now possible to compress a belt using side-feeds?Klonan wrote:Here is a gifAlexTheNotsogreat wrote:I have to leave for almost a week for space camp this Saturday, I need SOMETHING of 0.13 before then!
https://gfycat.com/FlusteredEmbarrassedBarnacle
- Sat May 21, 2016 8:28 pm
- Forum: General discussion
- Topic: Perfect Division Belt-Fed Storage Facility
- Replies: 11
- Views: 5567
Re: Perfect Division Belt-Fed Storage Facility
Thanks man, it was on page 7 of the thread, I would not have found it alone :). BTW about your unloading station: you have 48 fast inserters, which is not enough to fully compress 4 blue belts. If the belts are compressed it's because they are backed up. Indeed not fully compressed blue belts. I ed...
- Sat May 21, 2016 6:51 pm
- Forum: General discussion
- Topic: Perfect Division Belt-Fed Storage Facility
- Replies: 11
- Views: 5567
Re: Perfect Division Belt-Fed Storage Facility
Yes, they're beautiful and I prefer them myself. Linksiggboy wrote:What's this "nixie tubes" style display? Is it the original "Nixie Tubes" mod with modified graphics? I love those graphics, where can I download it?
- Sat May 21, 2016 6:26 pm
- Forum: General discussion
- Topic: Perfect Division Belt-Fed Storage Facility
- Replies: 11
- Views: 5567
Re: Perfect Division Belt-Fed Storage Facility
Hi, I just saw your thread. This is the layout I've been using for some time now: https://i.imgur.com/7WuQn1m.jpg It's balanced and unloads trains (or chests for that matter) evenly up to blue belts speed -- not fully compressed but quite full . Adding perhaps two more train trailers should bring it...
- Sat May 21, 2016 6:17 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 150358
Re: Modular Extensible PnP Factory
Hi there! Sorry, I really kept you waiting... Instead of screenshots I simply uploaded my most recent savegame. In it you will find a big bunch of blueprints, for the racks and also for my Modular Extensible PnP Train Station (R) tm design. :mrgreen: Feel free to dig around! I'd be delighted to get ...
- Wed May 11, 2016 9:23 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Extreme Mining :)
- Replies: 49
- Views: 95652
Re: Extreme Mining :)
Electric drills also mine one row around them, so you get a 5x5 mining area with a 3x3 footprint (+ infrastructure). Additionally those areas can overlap.
- Tue May 10, 2016 1:14 pm
- Forum: Show your Creations
- Topic: My take, on modular factories
- Replies: 4
- Views: 2306
Re: My take, on modular factories
Best part is IIRC modules become part of the blueprint in 0.13, so no more plugging them in by hand.
Will give prod3 a try once this rolls out.
Will give prod3 a try once this rolls out.
- Tue May 10, 2016 12:34 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 150358
Re: Modular Extensible PnP Factory
Thank you for your friedly feedback :-) You're most welcome :) I'd be interested about a critical feedback from you on the design rules themselves. How was the experience, what would you change. I really like the strictness of the rules, the small spaces you have to get your assemblers, inserters a...
- Tue May 10, 2016 9:47 am
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 61956
Re: Friday Facts #137 - The release scarecrow
Wait, this means the stack inserter only takes full stacks from chests/factories and ignores anything less until a whole stack is available, while picking up/dropping items one by one from belt/ground and increments the number of items held until a full stack is reached and then does the twist? Wha...
- Mon May 09, 2016 9:00 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 150358
Re: Modular Extensible PnP Factory
This... this is beautiful... :D It really makes me happy you had fun toying and tinkering around :) From your blueprints I see you put some serious thought into them to keep the design rules intact and what came out is really really clever and inspiring! I'd be interested about a critical feedback f...
- Mon May 09, 2016 8:11 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 61956
Re: Friday Facts #137 - The release scarecrow
Also, you could do: Imagine 1 chest from which 2 inserters are taking out of - one stack inserter, one fast inserter. As long as there would be low amount of resources in the chest, the stack inserter wouldn't even take them, while the fast inserter could. Wait, this means the stack inserter only t...
- Fri May 06, 2016 8:56 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 61956
Re: Friday Facts #137 - The release scarecrow
I'm not exactly sure what to think of the proposed changes and the new inserter. The "rapid inserter" really seems OP to me. One inserter to solve all issues (minus smart): creates compressed belts, insane-insane-insane throughput from chest to belt and others. It feels like a cheat-mod :(...
- Wed May 04, 2016 10:10 am
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 36305
Re: Friday Facts #136 - Map Transfers
Hey Mr. Knowledge About Networking, Here are some links that were already posted in this thread, and you probably knew everything in them anyway. But it might be interesting to re-read them. https://en.wikipedia.org/wiki/UDP_hole_punching http://gafferongames.com/networking-for-game-programmers/udp...
- Sun May 01, 2016 5:55 pm
- Forum: News
- Topic: Friday Facts #136 - Map Transfers
- Replies: 85
- Views: 36305
Re: Friday Facts #136 - Map Transfers
Please finally stop welding your own UDP/whatever-protocol. Use a standardized and real-world-proven protocol and be done. I know you guys really are smart, so no need to cling to the NIH -syndrome. I too created my own network protocols, filesystems and whatever back in the MS-DOS times, good times...
- Thu Apr 21, 2016 7:13 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.27][Twinsen] Combinator strange behavior - 3
- Replies: 23
- Views: 10845
Re: [0.12.27][Twinsen] Combinator strange behavior - 3
OT: Well' I come from a database view and there is "no value" something entirely different than "0". "0" means specifically there are none of these but the question is valid, e.g. how many red Camaros came up the street in the last half hour. "no value" is use...
- Thu Apr 21, 2016 7:05 am
- Forum: Show your Creations
- Topic: My take on a Modular factory (WIP)
- Replies: 6
- Views: 5034
Re: My take on a Modular factory (WIP)
Well this is still mid-game. If I find that I use more than 1 blue belt of e.g. green circuits I can expand the setup. I've left space between the bus going up and the one going down so I can add more belts as needed later. I think dee- solves the problem by replenishing belts half-way up Yeah, tha...
- Sat Apr 16, 2016 8:09 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Modular Extensible PnP Factory
- Replies: 76
- Views: 150358
Re: Modular Extensible PnP Factory
They don't transport items but make the blue belts, right after the first splitter, not to make left/right turns but to be straight, so the items are side-fed onto the belt, with only one lane used: http://i.imgur.com/jWus83c.png The balancer balances lanes (uneven demand on the consumption-belts l...
- Fri Apr 15, 2016 11:53 am
- Forum: News
- Topic: Friday Facts #134 - Signal placement indicator
- Replies: 68
- Views: 32932
Re: Friday Facts #134 - Signal placement indicator
What about signals that are already placed on a pre-0.13 map but don't match the new designated points? I suppose they're just left as they are but after mining cannot be replaced on the same spot. What about blueprints, that have signals on the "illegal" positions? I suppose these are sti...
- Sat Apr 09, 2016 6:35 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 64795
Re: Friday Facts #133 - The train struggle
Personally I' not a big fan of the new heavy inserter, for me it feels a bit... hackish. Makes me feel more in favor for the loader (which I voted down last time), if it is implemented more like a ramp/hopper system and works only for raw materials (ores) and not high-tech stuff (like dumping televi...