Search found 599 matches

by Neotix
Fri Jul 08, 2016 6:38 pm
Forum: News
Topic: Friday facts #146 - The GFX workflow
Replies: 42
Views: 25471

Re: Friday facts #146 - The GFX workflow

I complained in FF#144 because it had no graphic but now i can't do that.
Now I get what I expected from Albert :D
by Neotix
Fri Jul 08, 2016 1:53 pm
Forum: Ideas and Suggestions
Topic: [0.13] Power Switch: make it switch red/green wire, too
Replies: 22
Views: 5958

Re: [0.13] Power Switch: make it switch red/green wire, too

So far to turn on/off signals I'm using negator. It take some space so this feature would be nice replacement.
by Neotix
Fri Jul 08, 2016 7:44 am
Forum: Ideas and Suggestions
Topic: [0.13.x] Train Schedule improvement - Fuel display summary
Replies: 3
Views: 1127

Re: [0.13.x] Train Schedule improvement - Fuel display summary

Because of different typed of fuel (also in mods), it should just summarize energy and show "Fuel = 1652MJ"
by Neotix
Fri Jul 08, 2016 7:38 am
Forum: Implemented Suggestions
Topic: [0.13] Make inserter stack bonus individually configurable
Replies: 111
Views: 28588

Re: [0.13] Make inserter stack bonus individually configurable

Filter Stack Inserter could have ability to control amount of holding items. When we set "Stack Control" option and send to inserter signal Iron plate = 5 then it's mean that inserter will grab only 5 Iron plate. Of course when we send signal Iron plate = 100 but inserter can hold only 13 ...
by Neotix
Thu Jul 07, 2016 9:21 pm
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 23239

Re: Smart Furnace - load-balanced, demand-based, and tileable

I almost build smart furnace but encounter one problem. I need combinators contraption that will store input signal and can be updated only when inserters don't hold any item.
It's crucial because if input will change while any inserter hold item then it will ruin the setup.
by Neotix
Thu Jul 07, 2016 11:30 am
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 23239

Re: Smart Furnace - load-balanced, demand-based, and tileable

That sux ;/
To be honest I feel like devs with v0.13 decided that all in v0.12 was too easy so they fucked up everything. For me it's the most disappointing update so far.
by Neotix
Thu Jul 07, 2016 6:23 am
Forum: Combinator Creations
Topic: Smart Furnace - load-balanced, demand-based, and tileable
Replies: 48
Views: 23239

Re: Smart Furnace - load-balanced, demand-based, and tileable

AFAIK Stack Inserters can grab 12 items at once and normal inserter can grab 3 (botch fully upgraded). When both work simultaneously we get 15 stack bonus that can be used for steel production. For stone we can use only stack inserter with 12 stack bonus. On weekend I will try to build smart furnace...
by Neotix
Wed Jul 06, 2016 8:55 pm
Forum: General discussion
Topic: Insert a specific amount of items.
Replies: 9
Views: 11527

Re: Insert a specific amount of items.

I think that I found a solution :D https://i.gyazo.com/baedda34f5f7c723a2df2b6017571f88.png We have to place items only on one side of the belt to make it precise. First belt have condition to work when required item is less then required amount. https://i.gyazo.com/359d1d9641e2cbeece88d53a70763164....
by Neotix
Wed Jul 06, 2016 10:55 am
Forum: General discussion
Topic: Insert a specific amount of items.
Replies: 9
Views: 11527

Re: Insert a specific amount of items.

I think it won't work because inserter will grab few items and place one on ground but still hold rest. When next inserters grab item from ground it will also grab items held by first inserter because it will put them on ground one after another. The only way i can think is using belts connected to ...
by Neotix
Wed Jul 06, 2016 7:21 am
Forum: Gameplay Help
Topic: [Train] All green light, "no path"
Replies: 8
Views: 13867

Re: [Train] All green light, "no path"

Anyone noticed that left loop have no exit? Chain signal detect if train can exit next block. So if you have setup ---- TRAIN> ---- [C] ----- Block 1 ----- [R] ----- Block 2 ----- [R] ----- Block 3 ----- then Train can enter Block 1 only when Block 2 is empty and Train can immediately leave Block 1....
by Neotix
Wed Jul 06, 2016 7:04 am
Forum: Gameplay Help
Topic: [Trains] is this a bad setup?
Replies: 5
Views: 2790

Re: [Trains] is this a bad setup?

This design should work ok if you get the signals right. Take a look: http://i.imgur.com/XzzxRk1.jpg C= Chain rail signal R= Rail signal This setup don't need chain signals at all because trains don't have alternative ways. Only when you want to set higher priority to the main line, you can place c...
by Neotix
Mon Jul 04, 2016 5:40 pm
Forum: Gameplay Help
Topic: Help with rail signals
Replies: 7
Views: 5807

Re: Help with rail signals

I didn't placed signals on the loop because they depend on how long the train is.

Besides I mentioned about loop capacity. Even if you place signals on loop you still can cause deadlock if you put too much trains. The loop itself is bad design.
by Neotix
Mon Jul 04, 2016 5:36 pm
Forum: General discussion
Topic: Combinator graphics much worse 0.13?
Replies: 6
Views: 2108

Re: Combinator graphics much worse 0.13?

They made them shorter because when you placed old combinators one after another, input nodes were in the same place as output nodes of another combinator. It was hard to connect and see connections. That's why most people made one tile space between them.
by Neotix
Mon Jul 04, 2016 4:51 pm
Forum: General discussion
Topic: [0.13.0] Express loader
Replies: 3
Views: 7767

Re: [0.13.0] Express loader

Loader is really unloader. It take items directly from chest or machine and put it on belt. They not work witch wagons.

I played with them a little and to be honest they can be in vanilla game because they're not so universal and OP. In most situations I still prefer stack inserter.
by Neotix
Mon Jul 04, 2016 11:33 am
Forum: General discussion
Topic: Chaining wires for 0.13
Replies: 38
Views: 12774

Re: Chaining wires for 0.13

Twinsen wrote:No modifier keys
Please don't erase code. Maybe some day when you will have very good humor, you will decide to give us that option :D
by Neotix
Mon Jul 04, 2016 10:58 am
Forum: Implemented Suggestions
Topic: Display Signal Information on Map / Signal Beam
Replies: 20
Views: 7965

Re: Display Signal Information on Map / Signal Beam

No need to apologies. I added link with similar proposition to have it in one place. I just didn't want to write the same thing twice :P
by Neotix
Mon Jul 04, 2016 10:56 am
Forum: Implemented Suggestions
Topic: [0.13.3] logic combinator
Replies: 14
Views: 4751

Re: [0.13.3] logic combinator

@Zeblote binary calculations are not intuitive for normal player. Most of the people don't even know how to convert integer into binary and vice versa. Then how useful would be that logic combinator? Besides when we want to use 0;1 signals, we already can build that logic. @Shaymes if i understand i...
by Neotix
Mon Jul 04, 2016 10:02 am
Forum: Ideas and Suggestions
Topic: [0.13] Connection method of red/green wires
Replies: 10
Views: 3145

Re: [0.13] Connection method of red/green wires

siggboy wrote:So I'd like to have both, but the default should be the 0.12 chaining, and the fan-out should be triggered with a modifier key.
Exactly how it should be in the first place.
by Neotix
Mon Jul 04, 2016 9:56 am
Forum: Implemented Suggestions
Topic: [0.13.3] logic combinator
Replies: 14
Views: 4751

Re: [0.13.3] logic combinator

There is no boolean signals in Factorio. All signals are integer. How you want to solve logic based on integers? 619 Iron plate XOR 937645 Copper plate = ?

We can build logic gates witch arithmetic/decider combinators because we can determine which value is 1 and which is 0.

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