Forgot about this... but my sugguestion should still be valid.
The Powerplug is after all still a mechanic to seperate two networks, so why not those logistic ones aas well ?
Search found 156 matches
- Thu Sep 29, 2016 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Minor (?) addition to the power switch
- Replies: 4
- Views: 1348
- Thu Sep 29, 2016 12:08 pm
- Forum: Ideas and Suggestions
- Topic: Minor (?) addition to the power switch
- Replies: 4
- Views: 1348
Re: Minor (?) addition to the power switch
A decider is a single way switch.
To achieve a 2 way switch, you'll need 2 deciders + 1 controller, either a power switch (to turn both on/off or a input-signal (chest/ wire signal/ constant combinator)
To achieve a 2 way switch, you'll need 2 deciders + 1 controller, either a power switch (to turn both on/off or a input-signal (chest/ wire signal/ constant combinator)
- Thu Sep 29, 2016 6:25 am
- Forum: Ideas and Suggestions
- Topic: Minor (?) addition to the power switch
- Replies: 4
- Views: 1348
Minor (?) addition to the power switch
I'll keep it short:
I'd like to have the option to connect 2 logistic wires to the power switch. As long as the switch is turned on, the signals are transmitted (in both ways), when it's turned off, they're not.
I'd like to have the option to connect 2 logistic wires to the power switch. As long as the switch is turned on, the signals are transmitted (in both ways), when it's turned off, they're not.
- Sat Sep 17, 2016 9:54 am
- Forum: News
- Topic: Friday Facts #156 - Massive Multiplayer
- Replies: 42
- Views: 25778
Re: Friday Facts #156 - Massive Multiplayer
Instead of a permanent present button to browse through your blueprints, what about a building you must place, where you can get those blueprints ? Im thinking of a Library-Style building, that require a empty blueprint as input, a selectable saved blueprint as recipe and a crafting / copying time b...
- Sun Sep 04, 2016 6:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [13.20] [Twinsen] Map Editor: Some entities do not keep circuit settings.
- Replies: 1
- Views: 1642
[13.20] [Twinsen] Map Editor: Some entities do not keep circuit settings.
I just build a Demo-Map for some friends of mine (to show them how circuits work) in the Map Editor, and found out, that some entities won't keep their settings when you close their window: - Filter Bulk Inserter: "Set Filter"-operation -> always returns back to "Enable/Disable" ...
- Tue May 31, 2016 6:21 am
- Forum: General discussion
- Topic: So I was about to give up on my first factory
- Replies: 11
- Views: 5079
Re: So I was about to give up on my first factory
You're in a good position, with lakes around you.
Once you've ramped up your turret and walls production, you can close the gaps between them and have a nice and comfy base
Like this:
Once you've ramped up your turret and walls production, you can close the gaps between them and have a nice and comfy base
Like this:
- Mon May 30, 2016 1:33 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61693
Re: Friday Facts #140 - Soon
Yeah, there is a C&C style orbital Ion Cannon somewhere around here
- Mon May 30, 2016 7:15 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61693
Re: Friday Facts #140 - Soon
But... but.. whats wrong with a good bfg ? Nazis build BFGs... lots of them. And most of those superweapons turned out to be useless in the field Huh? BFG isn't a real weapon, is it? Prooflink? BFG is short for Big Fucking Gun and nazis build multiple Wunderwaffen, that should turn the tide in the ...
- Mon May 30, 2016 6:59 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61693
Re: Friday Facts #140 - Soon
But... but.. whats wrong with a good bfg ? Nazis build BFGs... lots of them. And most of those superweapons turned out to be useless in the field Huh? BFG isn't a real weapon, is it? Prooflink? BFG is short for Big Fucking Gun and nazis build multiple Wunderwaffen, that should turn the tide in the ...
- Mon May 30, 2016 6:34 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61693
Re: Friday Facts #140 - Soon
Nazis build BFGs... lots of them. And most of those superweapons turned out to be useless in the fieldorzelek wrote: But... but.. whats wrong with a good bfg ?
- Sat May 28, 2016 12:20 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61693
Re: Friday Facts #140 - Soon
With the upcomming change, you can preset the stuff you want in the outpost, eg 10 walls and 5 turrets via a constant combinator. The (single) smart inserter will move everything from the train, that is missing in the network. Currently you need 1 inserter per item, that moves while this item is les...
- Sat May 28, 2016 11:53 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61693
Re: Friday Facts #140 - Soon
That way you could wait for a certain stacksize, before your drones pick the stuff up. You can already do that with smart chest, provider chest, smart inserter and some combinators. Hopefully, with new changes this system will become less cumbersome. you need combinators for that ? I'd teach the sm...
- Sat May 28, 2016 11:18 am
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 61693
Re: Friday Facts #140 - Soon
Just wondering, with the upcomming change to logistics, will it be possible, to toggle a provider-chest form active to passive ? Or from provider to "just smart" ?
That way you could wait for a certain stacksize, before your drones pick the stuff up.
That way you could wait for a certain stacksize, before your drones pick the stuff up.
- Wed May 18, 2016 6:39 am
- Forum: General discussion
- Topic: Game keeps saying 25 objects are missing construction robots
- Replies: 11
- Views: 14898
Re: Game keeps saying 25 objects are missing construction robots
I read about an interesting auto-deploy idea: Have a requester and an active provider chest, request a single item. Put that item on a belt and insert it into the provider. Have a smart inserter, that dumps logistic bots into a Roboport while there are >0 items in the provider. As long, as there are...
- Fri May 13, 2016 3:20 pm
- Forum: News
- Topic: Friday Facts #138 - Better Circuit Network III
- Replies: 59
- Views: 27975
Re: Friday Facts #138 - Better Circuit Network III
Page is loading for me, (except the 2 images). the circuit-changes sounds cool. and congratulations to the 2 Awards
- Tue May 10, 2016 5:58 am
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71215
Re: Friday Facts #137 - The release scarecrow
I still favor the timer based reset approach. A rapid inserter grabs every item it could get its claw on, but when it can't get any item for (let's say) 1 second (or 2) it will move, even with just a single item. This way, your factory won't shut down because of lazy rapid inserters, and fast insert...
- Sat May 07, 2016 8:37 am
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 71215
Re: Friday Facts #137 - The release scarecrow
I'm wondering, what happens when you place multiple rapid inserters in a row. Will they drop and pick up each item one by one, or will the pick up the entire stack? And what is, when the source (say a chest ) has less than a full (inserter size) stack ? Edit: And why don't the rapid inserters assume...
- Fri Apr 29, 2016 9:54 am
- Forum: General discussion
- Topic: World bounderies
- Replies: 5
- Views: 2402
Re: World bounderies
Poison Capsules are your friends
- Mon Apr 25, 2016 2:14 pm
- Forum: General discussion
- Topic: Robo ports
- Replies: 9
- Views: 3814
Re: Robo ports
In high traffic areas, place multiple Roboports and the drones will distribute (almost) equally.
In my main depot, I have 2k logistic drones, handling the un-/loading of the trains, backed up by 20-30 Roboports.
In my main depot, I have 2k logistic drones, handling the un-/loading of the trains, backed up by 20-30 Roboports.
- Mon Apr 25, 2016 9:53 am
- Forum: General discussion
- Topic: Save File Optimization?
- Replies: 3
- Views: 1755
Re: Save File Optimization?
Something that helped me, was to manually delete the replay-file from the savegame-zip.
That cut the size in half (it's still 18 mb >.> )
That cut the size in half (it's still 18 mb >.> )