Search found 432 matches
- 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...
- 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:
Bottom is with full inputs; top is without. Both work.
Bottom is with full inputs; top is without. Both work.
- 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:
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
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
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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.
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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 ...