Search found 64 matches

by codewarrior
Sat Sep 12, 2015 1:07 am
Forum: Not a bug
Topic: [0.12.6] placing underground pipes reversed.
Replies: 8
Views: 9319

Re: [0.12.6] placing underground pipes reversed.

Bobs mods allows you to fast-replace underground pipes. If you click a pipe twice in the same place, it will be reversed.
by codewarrior
Sat Sep 12, 2015 12:49 am
Forum: Not a bug
Topic: [0.12.6] placing underground pipes reversed.
Replies: 8
Views: 9319

Re: [0.12.6] placing underground pipes reversed.

Are you using any mods that allow you to fast-replace underground pipes?

Related thread.
by codewarrior
Thu Sep 03, 2015 4:39 pm
Forum: Show your Creations
Topic: The bentham/arumba train unloader
Replies: 26
Views: 22552

Re: The bentham/arumba train unloader

When you have ~ 14 lines of resources in blue chests, your "station bots" are still gonna be very distributed.
That hasn't been my experience. ;)
by codewarrior
Thu Sep 03, 2015 4:17 pm
Forum: Show your Creations
Topic: The bentham/arumba train unloader
Replies: 26
Views: 22552

Re: The bentham/arumba train unloader

Eh, I still like using bots to unload trains. I just make sure the purple unloading chests, the yellow storage chests, and the blue ore-needing chests are all reasonably close together. I run a lot of long belts from the blue chests to where the ores are needed to make sure the bots never have to tr...
by codewarrior
Thu Sep 03, 2015 5:09 am
Forum: Show your Creations
Topic: The bentham/arumba train unloader
Replies: 26
Views: 22552

Re: The bentham/arumba train unloader

What I don't know is how you ended up with a train full of four materials? It's not unusual for mods where ore patches yield two kinds of ore. He's using Bob's Ores, where patches of Galena give you both Lead and Nickel. I usually deal with this by unloading the ores into purple chests and letting ...
by codewarrior
Thu Sep 03, 2015 12:29 am
Forum: Ideas and Suggestions
Topic: Constructor
Replies: 6
Views: 3611

Re: Constructor

All I want is a car with a built-in roboport and generator. Like ssilk, I run around with a lot of blueprints and use them to build outposts. On top of that, I also fill up a car (or train) with outpost materials and drive it out to the outpost. I tried building everything with personal bots, but I ...
by codewarrior
Thu Sep 03, 2015 12:23 am
Forum: Show your Creations
Topic: The bentham/arumba train unloader
Replies: 26
Views: 22552

Re: The bentham/arumba train unloader

Why are you unloading onto belts, and then unloading the belts into chests? Just unload the train directly into the chests. This isn't 0.11 any more - you can put a solid row of chests right next to the train, and every single inserter will unload the train at full speed. It only takes 10 seconds to...
by codewarrior
Sun Aug 30, 2015 3:13 pm
Forum: Resolved Problems and Bugs
Topic: items are stacking
Replies: 2
Views: 1117

Re: items are stacking

Yeah, it's related to how you have a drill putting items in the middle of a T-intersection. Either rework your belts/drills so that doesn't happen, or update to 0.12 where belts are completely rewritten.
by codewarrior
Sun Aug 30, 2015 9:11 am
Forum: Ideas and Suggestions
Topic: inserter stack size bonus could apply to conveyors
Replies: 14
Views: 4984

Re: inserter stack size bonus could apply to conveyors

I like the idea, but I'd phrase it as another kind of specialized inserter: The Big-Handed Inserter, meant for moving lots of items onto or off of conveyor belts. You can unlock this guy with the first rank of Inserter Stack Size Bonus. Unlike other inserters, he'll pick up an entire handful of item...
by codewarrior
Sun Aug 30, 2015 2:18 am
Forum: Not a bug
Topic: [0.12.5] Fluid-only Crafting: No Output Limit
Replies: 2
Views: 4058

Re: [0.12.5] Fluid-only Crafting: No Output Limit

If the recipe has a item in it's ingredients the inserterts will stop inputting when the fluid output is 2x that of the recipe. If the recipe takes only fluids in it's ingredients there is no limit except for the fluid stack size - that's intended since the fluid flow system can't and doesn't do an...
by codewarrior
Sat Aug 29, 2015 3:44 pm
Forum: Not a bug
Topic: [0.12.5] Fluid-only Crafting: No Output Limit
Replies: 2
Views: 4058

[0.12.5] Fluid-only Crafting: No Output Limit

Crafting recipes that only use fluid ingredients will continue producing until the output stack is full. By comparison, recipes that use item ingredients are limited by the inserter logic: Inserters will stop inserting items into an assembler if either the input slots have twice or more of the recip...
by codewarrior
Fri Aug 28, 2015 2:12 pm
Forum: Releases
Topic: Version 0.12.5
Replies: 42
Views: 50193

Re: Version 0.12.5

Many thanks!
by codewarrior
Fri Aug 28, 2015 8:04 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4] [kovarex] Cargo Wagons Have Directionality
Replies: 1
Views: 2111

[0.12.4] [kovarex] Cargo Wagons Have Directionality

I feel very silly reporting this, but it must be done. Steps to reproduce: - Place a Diesel Locomotive. - Press R. - Place a Cargo Wagon connected to the locomotive. - Fuel the locomotive. - Board the locomotive - Press W. The train moves forward. - Exit the locomotive. Board the cargo wagon. - Pres...
by codewarrior
Thu Aug 27, 2015 1:49 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4][posila] Returning construction bots don't recharge
Replies: 10
Views: 7520

Re: [0.12.4][posila] Returning construction bots don't recharge

posila wrote: I made the change for 0.12.5 that will allow robots to search for closer roboport for charging even when it already picked roboport for stationing.
Excellent! I'll let you know if I see any more bots acting stupidly. 8-)
by codewarrior
Thu Aug 27, 2015 7:59 am
Forum: Technical Help
Topic: Performance issues when force-placing 22k element blueprint?
Replies: 11
Views: 11475

Re: Performance issues when force-placing 22k element blueprint?

I don't know about any code-based solutions, though I'm sure it's possible. I usually edit blueprints by placing them well outside of my roboport network, then removing ghosts with right-click and adding more ghosts by shift-clicking items in. Then, I just take a blueprint of the ghosts. Good news: ...
by codewarrior
Thu Aug 27, 2015 5:48 am
Forum: Resolved Problems and Bugs
Topic: [0.12.4][oxyd] Natives don't attack anymore
Replies: 8
Views: 5610

Re: [0.12.4][oxyd] Natives don't attack anymore

I've experienced the same issue. I have so much pollution that it is solid red across the entire revealed area of the map. There are ludicrous numbers of top-tier biters and spitters rallying outside my base, and there are even larger numbers of biter and spitter corpses all around them. It's as if ...
by codewarrior
Wed Aug 26, 2015 1:39 pm
Forum: Not a bug
Topic: [0.12.4] [kovarex] virtual double click on placing underground pipes
Replies: 10
Views: 10863

Re: [0.12.4] virtual double click on placing underground pipes

You can reproduce this by placing an underground pipe while keeping MB1 pressed and then making the smallest movements with the mouse.
I can't seem to reproduce this in 0.12.4. No matter what I do, I can't fast-replace an underground pipe with an underground pipe.
by codewarrior
Wed Aug 26, 2015 5:32 am
Forum: Gameplay Help
Topic: Labs and Research Rates
Replies: 13
Views: 13640

Re: Labs and Research Rates

I would not recommend using only speed modules. On their own, speed modules are inferior (both materials-wise and power-wise) to just building more labs, so if all you want is speed, build more labs! Productivity modules in labs give a constant, percentage increase to your research progress. The pro...
by codewarrior
Tue Aug 25, 2015 3:07 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4] [kovarex] items with roboport can lock up during crafting
Replies: 13
Views: 14808

Re: [0.12.4] [kovarex] items with roboport can lock up during crafting

kovarex wrote:Ok, so the limit now is max(3 X recipe requirements, stack size) + (inserter stack size bonus).

So it should not happen in 0.12.5.
Perfect. Many thanks!
by codewarrior
Tue Aug 25, 2015 1:25 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4] [kovarex] items with roboport can lock up during crafting
Replies: 13
Views: 14808

Re: 0.12.4 items with roboport can lock up during crafting

This is actually a specific case of a more general bug, which can be described as follows: The player has the "Increased Inserter Stack Size" technologies, so the inserter can move 5 of an item at once. The assembly machine has an ingredient slot that has a non-multiple-of-5 number of item...

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