Search found 155 matches

by Lupoviridae
Thu Jun 30, 2016 1:05 am
Forum: Gameplay Help
Topic: Counting
Replies: 3
Views: 2037

Re: Counting

You can do this with 2 combinators. Take iron plates as an example. For a counter, create a decider and connect the output to the input. 1) Set it to output (input count of iron plates) when a random signal = 0 (in other words, always). 2) Create an arithmetic combinator that multiplies iron plates ...
by Lupoviridae
Thu Jun 30, 2016 12:35 am
Forum: Gameplay Help
Topic: Circuit network help?
Replies: 10
Views: 7629

Re: Circuit network help?

I made a no overflow version with four combinators. Here's what I did: (All inserter are set to pulse what they pick up) 1) Red network connects every inserter that takes OFF the belt to an arithmetic combinator set to ammo * -1. 2) The output of this AC and the inserter that grabs from the supply a...
by Lupoviridae
Wed Jun 29, 2016 7:40 pm
Forum: Gameplay Help
Topic: Circuit network help?
Replies: 10
Views: 7629

Re: Circuit network help?

With inserters now being able to pulse items they pick up to the network, a meter chest should no longer be necessary. Basically you need to create a running count of the number of items on the belt. Supply inserter pulses add to this count, while inserters pulling from the belt detract from it. The...
by Lupoviridae
Fri Jun 17, 2016 8:17 pm
Forum: General discussion
Topic: Production down indicator.
Replies: 23
Views: 7855

Re: Production down indicator.

I think what you want is a setup that does the following. 1) Reads current item count and stores in a memory cell. 2) After X seconds, reads item count again and compares to previous count. 3) If count is lower, sets a single bit memory cell to "1", turning on the light until the next comp...
by Lupoviridae
Thu Apr 14, 2016 1:51 pm
Forum: General discussion
Topic: Poll: Loader vs. Heavy-Inserter
Replies: 26
Views: 11071

Re: Poll: Loader vs. Heavy-Inserter

I said it in the FF thread and I'll say it here. I really want to see loaders fill at 1/4 the max speed for a belt. This would require a fully loaded belt to be split twice for full throughput. Inserters are for pulling off the side, loaders for in-line. The footprint here would be similar to curren...
by Lupoviridae
Sun Mar 06, 2016 5:18 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 204552

Re: Friday Facts #128 - Back down to earth

My suggestion is to simply not make the loaders operate so fast. Make them slighty faster than fast inserters. This means players will still need splitters to use them. They should also use less overall energy, and at a constant rate to make them energy-superior. This will look really cool, and be a...
by Lupoviridae
Sat Jan 30, 2016 3:53 pm
Forum: News
Topic: Friday Facts #123 - Better circuit network (Part 2)
Replies: 102
Views: 74348

Re: Friday Facts #123 - Better circuit network (Part 2)

I really like the concept here, but I definitely think it needs some tweaking. Namely: 1) Having a sensor for chests seems superfluous. I would much rather have wires directly connectable to the five "smart" chests as they are now. It is simpler to understand, requires less elements, and (...
by Lupoviridae
Tue Nov 17, 2015 1:19 pm
Forum: Show your Creations
Topic: Tutorial:Controlling oil reserves with pumps
Replies: 14
Views: 36095

Re: Tutorial:Controlling oil reserves with pumps

I have three basic logic checks. 2.4k is "almost" full (2.5k is totally full.) I also use light oil as my exclusive source of fuel blocks, so I need to make sure that never runs dry. 1) If heavy oil and lube are both full, extra heavy oil gets cracked. 2) If light oil is full, extra gets c...
by Lupoviridae
Mon Nov 16, 2015 1:40 pm
Forum: Show your Creations
Topic: Tutorial:Controlling oil reserves with pumps
Replies: 14
Views: 36095

Re: Tutorial:Controlling oil reserves with pumps

Here's what I use:
Capture.PNG
Capture.PNG (918.71 KiB) Viewed 33387 times
Keeps my fluids looking like this:
Capture2.PNG
Capture2.PNG (25.02 KiB) Viewed 33387 times
by Lupoviridae
Wed Oct 28, 2015 4:03 pm
Forum: General discussion
Topic: On Plot and Science
Replies: 1
Views: 4840

On Plot and Science

Hey everyone, so I had this idea on a potential plot for Factorio, along with a small change in science that would go with said plot to replace melting down inserters and belts into magic green science-y goo. Here's the premise: The year is 4201 and human civilization is out expanding among the star...
by Lupoviridae
Tue Oct 27, 2015 5:18 pm
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 157046

Re: Random Word Association Game

Wharf
by Lupoviridae
Thu Oct 22, 2015 8:19 pm
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 157046

Re: Random Word Association Game

space-time
by Lupoviridae
Wed Oct 21, 2015 6:54 pm
Forum: General discussion
Topic: That moment when,
Replies: 69
Views: 37725

Re: That moment when,

@keyboardhack: ah, had it, too. :) I was looking so :shock: ... the secret is to add pumps. With underground belts you should add it every 100 tiles. 5 small pumps in parallel will do the job. But all of that doesn't make it with my refinery: 60 refineries, 50 oil cracking chem plants,... I needed ...
by Lupoviridae
Wed Oct 21, 2015 6:44 pm
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 157046

Re: Random Word Association Game

delivery
by Lupoviridae
Wed Oct 21, 2015 1:58 pm
Forum: Off topic
Topic: Random Word Association Game
Replies: 468
Views: 157046

Random Word Association Game

Here's how it works! You look at the last word posted in the thread, and reply with the very first word (or phrase) that comes to mind!
In the spirit of Factorio, I'll start with:

Factory!
by Lupoviridae
Wed Oct 21, 2015 12:52 pm
Forum: Off topic
Topic: The Ctrl+V Game
Replies: 218
Views: 113842

Re: The Ctrl+V Game

Thank you for coming to our wedding! Unfortunately in all the chaos, the guest book was never put out. We would still like to make one however, and so we have included a small paper heart in this card. Whether you have any words of wisdom, or would simply like to sign your name, we invite you to wri...
by Lupoviridae
Tue Oct 20, 2015 5:38 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 57977

Re: Combinator Contraptions

It doesn't work when the output is clogged - the train won't unload even though there's plenty of space. If by "the output is clogged" you mean the detector (smart chest) has something in it, this is intentional. It allows the storage chest to fill up (the iron chests in this case). The s...
by Lupoviridae
Mon Oct 19, 2015 11:59 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 57977

Re: Combinator Contraptions

Just tested this, and it works perfectly. Capture.PNG Managed to get the falling edge of the signal 0.5s after the last item was removed from the train. A full rotation of an inserter is actually 0.426 seconds i believe, so this is pretty literally as responsive as possible. Check out the save. Keit...
by Lupoviridae
Mon Oct 19, 2015 11:20 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 57977

Re: Combinator Contraptions

That's basically what I have now, only slower and bulkier. I was hoping to streamline it and/or make it faster. Yes, that's essentially what I want. An interesting twist, however, is that the "are chests being filled" part has to wait for signal A to be high (coming from a train detector)...
by Lupoviridae
Mon Oct 19, 2015 5:48 pm
Forum: Combinator Creations
Topic: Combinator Contraptions
Replies: 52
Views: 57977

Re: Combinator Contraptions

I saw the smart mining drill, but it doesn't do what you think it does: I want an output indicating when the number of items is increasing. And yes, this is part of a smart train station. (Actually, ideally what I want is a signal that changes as soon as possible after either the chest is full or t...

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