Search found 432 matches

by foamy
Mon Jul 20, 2020 12:23 am
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Beautiful Sushi Belts
Replies: 85
Views: 102188

Re: Beautiful Sushi Belts

I use a sushi belt for the lab complex. But instead of creating a compressed mix (and therefore running into problems if there aren't enough of a type of flask), I use combinators to count how many flasks of each type are on the belt. I use a memory cell with EACH and all inserters putting on the b...
by foamy
Sun Jul 19, 2020 11:18 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Beautiful Sushi Belts
Replies: 85
Views: 102188

Re: Beautiful Sushi Belts

May as well drop this in here as well, I guess:

Image

Bottom is with full inputs; top is without. Both work.
by foamy
Sun Jul 19, 2020 6:46 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Circuit free belt decompression (for sushi belts, ammo loops, etc)
Replies: 1
Views: 2039

Re: Circuit free belt decompression (for sushi belts, ammo loops, etc)

Same concept extended slightly to drive a science sushi:

Image

Bottom one is with backed up belts, top without. Note both are working.

Compact it is not, but I think it looks pretty dang cool :D
by foamy
Sun Jul 19, 2020 5:26 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Circuit free belt decompression (for sushi belts, ammo loops, etc)
Replies: 1
Views: 2039

Circuit free belt decompression (for sushi belts, ammo loops, etc)

https://steamuserimages-a.akamaihd.net/ugc/1459680675049846218/0E3935219A8B55A317CF025349E791C86DA7FC0D/ By use of input priority, all outputs from the decompression splitter will operate at maximum speed. As a consequence, that means that whatever is provided to the inputs will always be evenly di...
by foamy
Sat Jul 18, 2020 11:14 pm
Forum: General discussion
Topic: A critique of Factorio’s power generation systems
Replies: 44
Views: 13728

Re: A critique of Factorio’s power generation systems

There are lots of mods that play with power generation (most overpowered), but I'm hoping that Factorio 1.1 might update the power distribution system . Never gonna happen. Electrical system is heavily ups-optimized. And such a change would turn every factory currently in existance into garbage, fo...
by foamy
Thu Jul 16, 2020 5:08 pm
Forum: Railway Setups
Topic: Smart Miscellaneous Outpost Supply Stations
Replies: 8
Views: 6358

Re: Smart Miscellaneous Outpost Supply Stations

Oh I can see the challenge. But for practical purposes this is working fine now. I did change one thing, now my requester station will only be enabled if any of the items drop below half the requested amount. Before this my train was doing a whole round trip for one magazine of ammo. Not ideal :lol...
by foamy
Thu Jul 16, 2020 5:06 pm
Forum: General discussion
Topic: A critique of Factorio’s power generation systems
Replies: 44
Views: 13728

Re: A critique of Factorio’s power generation systems

Actually getting the full throughput out of a large scale reactor is significantly more challenging than given credit for. There's some nasty hidden throughput issues with heat pipes and water/steam flow that require careful engineering to avoid. (Also: I *do* use rocket fuel in my boilers. It's a h...
by foamy
Thu Jul 16, 2020 3:40 pm
Forum: Ideas and Suggestions
Topic: All structures should have their own lighting / lighting slots
Replies: 2
Views: 631

Re: All structures should have their own lighting / lighting slots

Buildings and power poles are lit because somebody has added lights on them. Pretty sure OP knew that given, y'know, 'have lights'. It'd be nice if the working animation for buildings (as with furnaces) included some lighting effects -- status lights, for example, or maybe welding sparks in a view ...
by foamy
Thu Jul 16, 2020 6:45 am
Forum: Railway Setups
Topic: Smart Miscellaneous Outpost Supply Stations
Replies: 8
Views: 6358

Re: Smart Miscellaneous Outpost Supply Stations

I'm not sure why you would need many combinators? The way this works is: take the items we currently have over the green circuit, multiple all by -1 to get the negative, and feed that to the red circuit. Also on the red is the output from the constant combinators. So if I have a request for 200 amm...
by foamy
Thu Jul 16, 2020 2:24 am
Forum: Ideas and Suggestions
Topic: STEAM SUPERHEATER
Replies: 10
Views: 2958

Re: STEAM SUPERHEATER

There are mods for anything. That's not really relevant.
by foamy
Thu Jul 16, 2020 2:23 am
Forum: Railway Setups
Topic: Smart Miscellaneous Outpost Supply Stations
Replies: 8
Views: 6358

Re: Smart Miscellaneous Outpost Supply Stations

Caveats! There are two major caveats: 1. The train will be loaded with slightly more items than are specified, which means some slots can go to waste. 2. If the train is undersupplied on some items, it may fail to unload the items it does have. The first one happens because all the inserters are wo...
by foamy
Fri Jul 10, 2020 1:13 am
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 19
Views: 5934

Re: Disable artillery wagon auto-fire when train is in manual mode

Mods notwithstanding, this is a simple change that results in a very logical way to turn autofire on or off. I agree with OP's analysis.
by foamy
Thu Jul 09, 2020 2:42 am
Forum: Ideas and Suggestions
Topic: STEAM SUPERHEATER
Replies: 10
Views: 2958

Re: STEAM SUPERHEATER

It'd be neat if feeding better fuel into boilers got you hotter steam, which engines and turbines could use to generate scaling power. Coal would give you the current temperature steam, wood less, solid fuel more -- this would be where engines would cap out --, rocket fuel more still, and nuclear fu...
by foamy
Wed Jul 08, 2020 11:26 pm
Forum: Balancing
Topic: Destroyers require a buff
Replies: 9
Views: 4292

Re: Destroyers require a buff

I want to like destroyers, and pre-acid they were pretty effective in bulk, but using them sucks because to get useful numbers you need to click and click and click and click and click and click and click and click and click and click and click and click and click and click and click and click and c...
by foamy
Wed Jul 08, 2020 11:19 pm
Forum: Balancing
Topic: Remove Train Stop research, add Train Stop to first "Railway" research
Replies: 12
Views: 4749

Re: Remove Train Stop research, add Train Stop to first "Railway" research

There's a lot of techs that have no reason to exist, and 'automated railway' is one of them. If nothing else, though, the stop itself should be moved to the basic beginning tech as even if all you're doing is manually bringing a single train to-and-fro with the summon button on a signal free network...
by foamy
Wed Jul 08, 2020 11:16 pm
Forum: Balancing
Topic: Efficiency Module Scaling
Replies: 45
Views: 19991

Re: Efficiency Module Scaling

I support the suggestion to buff efficiency modules. At the moment they seem borderline useless. I have not seen anyone using them for many many games. Why do they even exist? I use 'em in my mall assemblers, which have very little need for speed in most cases and which don't usually accept product...
by foamy
Tue Jul 07, 2020 4:59 am
Forum: Energy Production
Topic: Optimized Steam Engine Setup
Replies: 316
Views: 238513

Re: Optimized Steam Engine Setup

Note: Steam tanks are not added, as the limiting factor of production is fuel supply, rather than steam->power conversion. Though they could be added in the event that fuel supply is not stable, and some buffer is required. My usual approach is to, once I have nuclear tech, swap out the engines for...
by foamy
Sun Jun 28, 2020 12:10 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 40673

Re: Request: Max number of trains for stations

But current behaviour is that if you have two stops of the same name, a train that sets out for one or the other will only swap over if its target station becomes completely unavailable: disabled by circuit or removed from the network altogether by rename, track disconnection, or deconstruction. Wr...
by foamy
Sat Jun 27, 2020 7:43 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 40673

Re: Request: Max number of trains for stations

For this i had to have some letters to refer to different train stops, even when they would belong to the same station by name. In that sense, they both would be possible target train stop when heading for a station lets say "X". Yes, I'd understood that. But current behaviour is that if ...
by foamy
Sat Jun 27, 2020 6:40 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 40673

Re: Request: Max number of trains for stations

Even if this approach would be benefitial, i do not want it. 1/ It still needs some estimate of path cost for all trains that are heading for given station but other train stop. Extra pathfinder that would work in opposite direction. 2/ issue would happen only when a stacker has its own train stop ...

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