Search found 329 matches
- Tue Jul 19, 2016 11:17 pm
- Forum: Combinator Creations
- Topic: Inserter-less compressed belt filtering using one combinator
- Replies: 16
- Views: 12887
Re: Inserter-less compressed belt filtering using one combinator
How did you determine the values? Did you simply experiment or did you figure it out another way? If you don't know where you should search for the answer, you will waste huge amount of time for all possible combinations. So I started from the begining - belt and inserter mechanics: several differe...
- Tue Jul 19, 2016 9:12 pm
- Forum: Combinator Creations
- Topic: Inserter-less compressed belt filtering using one combinator
- Replies: 16
- Views: 12887
Re: Inserter-less compressed belt filtering using one combinator
It's interesting that it works, I would have assumed that the timing will shift and the contraption would be unreliable. That's why this timing is a perfect for this build: one tick more and it will fail, one tick less and it will also fail. (BTW there are no "shades of perfect", you shou...
- Tue Jul 19, 2016 8:42 pm
- Forum: Combinator Creations
- Topic: Inserter-less compressed belt filtering using one combinator
- Replies: 16
- Views: 12887
Inserter-less compressed belt filtering using one combinator
As it is said in the title, this will be a contraption for filtering compressed express belt without inserters. And no, we will not use this stuff, because it is no longer fun. I will start from the demonstration how it works: https://giant.gfycat.com/EqualGlisteningAmazondolphin.webm And something ...
- Tue Jul 19, 2016 6:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.9] [Twinsen] Sideloading on disabled transport belt activates belt
- Replies: 4
- Views: 3529
[13.9] [Twinsen] Sideloading on disabled transport belt activates belt
Consider next build:
Expected behaviour: sideloading should be disabled.
Build
Even if belt is disabled it is still possible to load it by sideloading:Expected behaviour: sideloading should be disabled.
- Tue Jul 19, 2016 9:21 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.9] [Twinsen] inserter with condition change behavior with stack bonus
- Replies: 10
- Views: 6283
Re: [0.13.9] [Twinsen] inserter with condition change behavior with stack bonus
This bug report is going to be an incredibly important.
Looking forward to this fix.
Looking forward to this fix.
- Tue Jul 19, 2016 9:17 am
- Forum: Gameplay Help
- Topic: Double Pulse counter (Bug?)
- Replies: 1
- Views: 918
Re: Double Pulse counter (Bug?)
Yes, this is a bug.
But you've posted it in a wrong forum section (correct is "Board index ‹ Support ‹ Bug Reports").
But you've posted it in a wrong forum section (correct is "Board index ‹ Support ‹ Bug Reports").
- Tue Jul 19, 2016 8:54 am
- Forum: Not a bug
- Topic: [0.13.9] Unexpected transport belt decompression
- Replies: 2
- Views: 846
[0.13.9] Unexpected transport belt decompression
Transport belt can be decompressed without any reasons.
Normal behaviour
Decompression:- Tue Jul 19, 2016 8:25 am
- Forum: Implemented Suggestions
- Topic: Fit integer number of items in transport belt
- Replies: 23
- Views: 11603
Fit integer number of items in transport belt
This suggestion comes from the irritating fact that compressed transport belt can have 3 or 4 items inside. https://giant.gfycat.com/DesertedRequiredCrocodile.webm To solve this issue my proposal is to change distance between items (as it was already changed 0.13.3 to 0.28125): - to 0.25 (12.5% shri...
- Tue Jul 19, 2016 5:55 am
- Forum: Not a bug
- Topic: SIGNAL all in belt
- Replies: 2
- Views: 1481
Re: SIGNAL all in belt
This is not a 0.13.9 bug, just a regular weird behaviour (I double-check it in 0.12.23). This happens because "Everything > signal A" means "Everything except signal A > signal A" (otherwise this condition will be always false, because "signal A > signal A" = False). As...
- Mon Jul 18, 2016 7:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.9] [Twinsen] Transport belt ignores signal with 1 tick duration
- Replies: 2
- Views: 2169
[0.13.9] [Twinsen] Transport belt ignores signal with 1 tick duration
As it is said in the title, transport belt ignores signal with 1 tick duration. Consider next build: 1.png This is the simplest flickering setup and I expect that the belt will slowly (half from the normal speed) move items, but... https://giant.gfycat.com/IckyBadFluke.webm Looks like this belt is a...
- Sat Jul 16, 2016 6:41 am
- Forum: Combinator Creations
- Topic: Smart Furnace - load-balanced, demand-based, and tileable
- Replies: 48
- Views: 23599
Re: Smart Furnace - load-balanced, demand-based, and tileable
Hey XKnight, may I ask if you could update the blueprint string back from page 2 (the load balancing thingy) to 0.13? Or anyone else who still has this setup and already moved over to 0.13? Updated to 0.13.8. https://fat.gfycat.com/CriminalSphericalGnat.webm H4sIAAAAAAAA/8Vb226jSBD9lYjHXbxL38DWLA+5...
- Thu Jul 14, 2016 7:29 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 35131
Re: Laser turrets without spending drain energy
Unfortunately, blueprint cannot preserve copper cables so the only thing which I can do is to describe this build and provide save file. This is how outpost in save looks like: 1.png And this is a combined scheme with energy flow and combinator logic inside (I've removed multi guard support to make ...
- Thu Jul 14, 2016 7:29 am
- Forum: Ideas and Suggestions
- Topic: Make copper cables a part of blueprint
- Replies: 3
- Views: 1978
Make copper cables a part of blueprint
Didn't find this suggestion so going to make it by myself. At this moment copper cables are not a part of blueprint. This means if you create a blueprint with electric poles/power switches/substations and try to use it, you will recieve another cable wiring. Before 0.13 this wasn't a big problem, be...
- Thu Jul 14, 2016 6:28 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 35131
Re: Laser turrets without spending drain energy
Each guard turret has an arithmetic combinator ("Red + 1") in the same network, this combinator is used to detect whether turret is firing or not. Once turret start firing, arithmetic combinator will be disabled, because it has lower priority than turret and turret's energy consumption is...
- Wed Jul 13, 2016 7:50 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator with "Anything" output
- Replies: 32
- Views: 21526
Decider combinator with "Anything" output
Actually, this suggestion is very simple. Now we have possibility to use circuit signal with filter inserter (set filters) and with requester chest (set requests). The main inconvenience using these objects comes from limited amount of filtered/requested items. This means if we send 20 different ite...
- Mon Jul 11, 2016 8:31 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 35131
Re: Laser turrets without spending drain energy
But does the turrets get cut off during an attack there? Combinator logic error or is it just the detector turret not getting to shoot anything because the wall of turrets kills everything before it gets a chance? Sometimes guards don't have any chance to fire in biter, because main turrets have so...
- Mon Jul 11, 2016 6:48 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 35131
Re: Laser turrets without spending drain energy
Ok, this is an extremely dumb build, but it surprisingly well works. We have several guard turrets, that are powered through the separate accumulators (these accumulators can be detached from main network during night, although I didn't worried about this). Each guard turret has an arithmetic combin...
- Sun Jul 10, 2016 8:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.6][posila] Bullet shooting speed not working properly
- Replies: 3
- Views: 3325
Re: [0.13.6][posila] Bullet shooting speed not working properly
Can confirm with the next values for 50 magazines (single non-moving target): 0 speed - 3500 ticks 1 speed - 3000 ticks 2 speed - 3000 ticks (exactly the same as for speed-1) 3 speed - 2500 ticks 4 speed - 2000 ticks 5 speed - 2000 ticks (exactly the same as for speed-4) 6 speed - 2000 ticks (exactl...
- Sun Jul 10, 2016 5:19 pm
- Forum: General discussion
- Topic: Is there a problem with upgraded Turrets and ticks?
- Replies: 10
- Views: 4625
Re: Is there a problem with upgraded Turrets and ticks?
This seems weird that some gun turret upgrades doesn't do anything. Any idea how was this actually measured? I didn't fing bug report of this. On Reddit they say that calculate precise time for shooting in irregular intervals would be CPU heavy but it would be easy to calculate that ticks just once...
- Sun Jul 10, 2016 11:03 am
- Forum: Combinator Creations
- Topic: Universal composer (combinators)
- Replies: 7
- Views: 4560
Re: Universal composer (combinators)
That's why these systems are always used with the closed loop.