Search found 156 matches

by nobodx
Thu Sep 29, 2016 7:49 pm
Forum: Ideas and Suggestions
Topic: Minor (?) addition to the power switch
Replies: 4
Views: 1348

Re: Minor (?) addition to the power switch

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 ?
by nobodx
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)
by nobodx
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.
by nobodx
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...
by nobodx
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" ...
by nobodx
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: Image
by nobodx
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
by nobodx
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 ...
by nobodx
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 ...
by nobodx
Mon May 30, 2016 6:34 am
Forum: News
Topic: Friday Facts #140 - Soon
Replies: 144
Views: 61693

Re: Friday Facts #140 - Soon

orzelek wrote: 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
by nobodx
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...
by nobodx
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...
by nobodx
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.
by nobodx
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...
by nobodx
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 ;)
by nobodx
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...
by nobodx
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...
by nobodx
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 ;)
by nobodx
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.
by nobodx
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 >.> )

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