Search found 599 matches

by Neotix
Fri Jul 15, 2016 12:47 pm
Forum: Ideas and Suggestions
Topic: Discuss: Power Switch should not "Blink"
Replies: 71
Views: 36011

Re: Discuss: Power Switch should not "Blink"

Real power switch (mid voltage) have three state: OFF, Armed/Ready, ON. Before you turn power switch ON you have to arm spring and that need time (you can do it manually or electric motor can do it). When spring is ready, you can press ON. OFF switch can be used any time and it also disarm spring. S...
by Neotix
Fri Jul 15, 2016 8:03 am
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35698

Re: How to avoid an oil deadlock

There should be LO->PG cracking setup as emergency when PG level is very low.
by Neotix
Fri Jul 15, 2016 7:54 am
Forum: Ideas and Suggestions
Topic: Discuss: Power Switch should not "Blink"
Replies: 71
Views: 36011

Re: Power Switch have a Durability and need Maintenance

SR-latch is not ridiculous combinator contraption. It's easy and very handy ON/OFF switch. I don't know how work acc signal (i still don't use acc and solar panels in v0.13) but in previous game I used sensor that send signal based on acc power level. I divided steam engines on sections and turn the...
by Neotix
Fri Jul 15, 2016 6:51 am
Forum: Ideas and Suggestions
Topic: Discuss: Power Switch should not "Blink"
Replies: 71
Views: 36011

Re: Power Switch have a Durability and need Maintenance

Do nothing. fandingo says this is only a cosmetic problem, not a functional problem. I don't have a good counterargument. What I will say is that someone who wants to avoid these oscillations should be able to do so without having to use advanced features of the circuit network. To be honest I also...
by Neotix
Fri Jul 15, 2016 5:24 am
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35698

Re: How to avoid an oil deadlock

There is no way to prevent deadlock if Lubricant is used but petroleum gas don't. We can only delay that deadlock by enabling oil process 1 and disabling oil process 2 in refineries.
There have to be system to waste overproduction of petroleum gas, like turning into rocket fuel and fueling trains.
by Neotix
Thu Jul 14, 2016 1:43 pm
Forum: Gameplay Help
Topic: [Solved] How I get 7 Item in a chest?
Replies: 16
Views: 6166

Re: How I get 7 Item in a chest?

Inserter have fixed time when he wait to grab next item. When inserter grab item and wait longer then that time, he will move that one item.
by Neotix
Thu Jul 14, 2016 12:10 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35698

Re: How to avoid an oil deadlock

That diagram doesn't make a lot of sense to me. Like "If PG < 10 then output A = 2". As far as I know this is not possible with just one combinator. And, "if each = 0 then output each". This literally means "If each = 0 then actively output a 0 on the corresponding signals,...
by Neotix
Thu Jul 14, 2016 7:23 am
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35698

Re: How to avoid an oil deadlock

In my previous map I built controller for oil process. Something like that: https://i.gyazo.com/98eb1daf13d914b01d6b8ba533cd2e14.png Of course in game I did some tweaks but principle idea was the same and it worked quite well. It turned really small amount of Light Oil into Solid fuel and only when ...
by Neotix
Thu Jul 14, 2016 7:10 am
Forum: Gameplay Help
Topic: game too hard
Replies: 9
Views: 3380

Re: game too hard

You can use console commands to turn on/off the peace mode.
by Neotix
Thu Jul 14, 2016 7:02 am
Forum: General discussion
Topic: Thoughts on 0.13 Terrain Generation
Replies: 59
Views: 20272

Re: Did they change map generation?

Yes, in v.0.13 map generation was changed and right now it's not working as it should. Devs know about it and will improve it but now then fixing the crucial bugs. Install RSO mod to change generation method.
by Neotix
Wed Jul 13, 2016 3:48 pm
Forum: Ideas and Suggestions
Topic: Discuss: Power Switch should not "Blink"
Replies: 71
Views: 36011

Re: Power Switch have a Durability and need Maintenance

If you're doing this an insane amount of times or for an unusually complex network, it could very well affect gameplay. If you will build insane amount of assemblers, if you move insane amount of items on belts, if you use insane amount of bots, if you ... it all affect gameplay. So this is not an ...
by Neotix
Wed Jul 13, 2016 9:41 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561587

Re: Yuoki Industries - Informations, Suggestions, Questions

Peppe wrote:I barely make any progress in my survival world the last week as I spend all my time in creative trying all the ways to use your mods.
And this is great. I'm playing few years witch YI mod and still have tones of things to improve or make it different.
by Neotix
Wed Jul 13, 2016 9:32 am
Forum: Ideas and Suggestions
Topic: Discuss: Power Switch should not "Blink"
Replies: 71
Views: 36011

Re: Power Switch have a Durability and need Maintenance

We had solar panels maintenance and that feature was abandon because it gives nothing to gameplay. It'a end up just placing roboport with construction bots and repair packs. The same thing will be with power switch. Just annoying feature witch no benefit for gameplay. If you want to reduce power swi...
by Neotix
Wed Jul 13, 2016 8:54 am
Forum: Gameplay Help
Topic: Train logic
Replies: 2
Views: 1442

Re: Train logic

Normally it will go to the nearest free station with that name. That's why we want feature to disable stations. Right now you can control it by signals. If station don't need coal, then make signal red before that station. In that way train will see multiple station with the same name as one station...
by Neotix
Wed Jul 13, 2016 8:11 am
Forum: Gameplay Help
Topic: Is Storage useless?
Replies: 18
Views: 8067

Re: Is Storage useless?

Starage is useless because it give no profit and waste space. Only small buffers are good option in n spots where you don't have seamless distribution like train stations or sorter. Also in spots where you have high consumption picks (train station again) buffers are handy.
by Neotix
Tue Jul 12, 2016 12:53 pm
Forum: Gameplay Help
Topic: Move inserter if items on belt > 2 ???
Replies: 2
Views: 1723

Re: Move inserter if items on belt > 2 ???

Connect belt with inserter. Set in belt to read content witch hold option. In inserter set Enable/Disable and condition "wanted item" > 2. Also set read content in inserter.
by Neotix
Mon Jul 11, 2016 7:59 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: Laser turrets without spending drain energy
Replies: 31
Views: 34793

Re: Laser turrets without spending drain energy

I have idea of using flame turret as detector. AFAIK flame turret have superior range co it can attack first. When it attack it use liquid do if we connect tank to the turret, liquid in tank will drop. That amount difference can be use as event to turn on power for laser turrets (just like bots amou...
by Neotix
Mon Jul 11, 2016 6:34 am
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13500

Re: 0.13 Count Perfect Chest Item Count

The main problem with all solutions is that they won't work if belt is not saturated enough because filter inserter don't wait long for items. If there is big gap between items, it will move less items then is setup.
by Neotix
Sun Jul 10, 2016 12:27 pm
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561587

Re: Yuoki Industries - Informations, Suggestions, Questions

YuokiTani wrote:loader ?
Loaders from FF#128
Image

They're present in game but locket. There is mod that unlock them but as you can see they have placeholder gfx.
by Neotix
Sun Jul 10, 2016 5:55 am
Forum: Yuoki Industries
Topic: Yuoki Industries - Informations, Suggestions, Questions
Replies: 1195
Views: 561587

Re: Yuoki Industries - Informations, Suggestions, Questions

Yuoki could I ask you to make nice looking sprites for loader? I'm using mod to unlock it but it have ugly placeholder gfx.

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