That would stop working if the iron ore supply was inconsistent.DaveMcW wrote:This can be simplified to:Breetai wrote:Top > 4 Iron Plates in the crate.
Bottom < 3 Iron Plates in the crate.
Top: replace with fast inserter
Bottom < 2 Iron Plates in the crate.
Search found 226 matches
- Sun Jul 27, 2014 9:25 am
- Forum: Show your Creations
- Topic: Smelt iron ore into steel with one furnace
- Replies: 4
- Views: 4753
Re: Smelt iron ore into steel with one furnace
- Sat Jul 19, 2014 9:52 am
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89152
Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil
I'm afraid this mod will not work below version 0.10.0.
If you wish to use this mod, you'll have to update.
If you wish to use this mod, you'll have to update.
- Fri Jul 18, 2014 9:52 am
- Forum: Modding help
- Topic: Allowed to use code from other mods???
- Replies: 6
- Views: 1649
Re: Allowed to use code from other mods???
Simply send a PM to the author, they'll most likely allow you to use their code if you credit them accordingly. (I would)
Using other people's work without asking permission first is a mistake I've seen too many times. It usually results in bad times for everyone.
Using other people's work without asking permission first is a mistake I've seen too many times. It usually results in bad times for everyone.
- Thu Jul 17, 2014 8:15 pm
- Forum: Releases
- Topic: Version 0.10.3
- Replies: 17
- Views: 31453
Re: Version 0.10.3
You can do quite a lot of killing using the car. Simply drive around in circles around the biters, shooting only at the spawners.
When you've got a too large group of them chasing you, either return to base and let the turrets kill them or kill the biters yourself using poison capsules.
When you've got a too large group of them chasing you, either return to base and let the turrets kill them or kill the biters yourself using poison capsules.
- Thu Jul 17, 2014 4:37 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89152
Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil
Something is wrong. Sometimes splitter stop working or just not connect each other. When I mine that bugged splitter I get message "No set ID found for smartsplitter at [ coordinates ]" Have you tried removing all the splitters of the group you're trying to connect to? If that doesn't wor...
- Wed Jul 16, 2014 9:51 am
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89152
Re: [MOD 0.10.x]Filtered Splitters - N-way splitting and fil
I'm not entirely sure what happened to cause it, but the splitters don't seem to "connect" to each other anymore. They filter properly until they get to something they're supposed to send to another 'lane', and then it just gets stuck. Does it give any messages? Have you tried removing al...
- Mon Jul 14, 2014 6:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.3] Teleport() resets orientation of some entities...
- Replies: 4
- Views: 7970
Re: [0.10.3] Teleport() resets orientation of some entities.
Teleport does indeed do strange things. Some more examples:
- ItemStacks stop being affected by transport belts.
- Trains only teleport when standing still and snap back to their old location when they start moving.
- ItemStacks stop being affected by transport belts.
- Trains only teleport when standing still and snap back to their old location when they start moving.
- Sun Jul 13, 2014 3:04 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89152
Re: [MOD 0.10.x]Smart Splitters - N-way splitting and filter
Well done! But these are not Smart, they are Filtered splitters. Smart implies they can see the logistics network and can accept conditions. I tried setting programmable = true and it'll show the logistics condition setting but does not actually work. I'm not saying I won't be using the mod, it's v...
- Sun Jul 13, 2014 1:14 pm
- Forum: Implemented Suggestions
- Topic: Give Splitters a Seperation Mode
- Replies: 6
- Views: 4506
Re: Give Splitters a Seperation Mode
Check out my Smart Splitters mod, it pretty much does what you're describing here.
- Sun Jul 13, 2014 1:09 pm
- Forum: Gameplay Help
- Topic: Best Modular Armor MKI Setup?
- Replies: 7
- Views: 15144
Re: Best Modular Armor MKI Setup?
I use 2 generators, 5 shields and 6 exoskeletons. This allows me to run away from biters indefinitely while being able to take a few hits if I make a mistake. That's MK2, he's talking about MK1. Dang, you're right. I usually don't bother with the MK1 armor. Using the car, poison capsules and the ma...
- Sun Jul 13, 2014 1:00 pm
- Forum: Mods
- Topic: [0.11.6]Filtered Splitters - Huge stability boost!
- Replies: 88
- Views: 89152
[0.11.6]Filtered Splitters - Huge stability boost!
Filtered Splitters 0.0.4 (0.11.6) Updated for version 0.11.6, stability hugely improved This mod allows you to create filtering splitters. These splitters can be combined into large splitters which divide incoming items equally over all outputs. They also allow you to set filters, if any splitters ...
- Sun Jul 13, 2014 12:59 pm
- Forum: Modding help
- Topic: Graphics drawing order
- Replies: 2
- Views: 2162
Graphics drawing order
I'm having an issue with the order in which graphics are drawn, as seen in the image below. I want my graphics to be drawn over the belts. Another problem is that the top image is cut off on the right. How can I resolve these issues? http://i.imgur.com/A3NXV3p.png The images and entity definitions c...
- Sat Jul 12, 2014 10:38 pm
- Forum: Gameplay Help
- Topic: Best Modular Armor MKI Setup?
- Replies: 7
- Views: 15144
Re: Best Modular Armor MKI Setup?
I use 2 generators, 5 shields and 6 exoskeletons. This allows me to run away from biters indefinitely while being able to take a few hits if I make a mistake.
- Fri Jul 11, 2014 8:45 pm
- Forum: Releases
- Topic: Version 0.10.3
- Replies: 17
- Views: 31453
Re: Version 0.10.3
[*]Faster train movement collision check (related to https://forums.factorio.com/forum/viewtopic.php?f=7&t=4611). [*]Optimised smoke update (related to https://forums.factorio.com/forum/viewtopic.php?f=7&t=4611).[/list][/list] The links for this two are same. Yeah, because they're both issu...
- Thu Jul 10, 2014 5:42 pm
- Forum: Mods
- Topic: [0.12.17]Clean Pipes 0.0.4 - Decide how pipes connect!
- Replies: 23
- Views: 38216
Re: [MOD 0.10.x]Clean Pipes 0.0.1
Ah, it's working now, sorry about that!
- Thu Jul 10, 2014 12:30 pm
- Forum: Mods
- Topic: [0.12.17]Clean Pipes 0.0.4 - Decide how pipes connect!
- Replies: 23
- Views: 38216
[0.12.17]Clean Pipes 0.0.4 - Decide how pipes connect!
Clean Pipes Updated for version 0.12.17 - Thanks to Divran Get it here! This mod allows you to build pipes which connect exactly as you want them to. Simply craft a (one or two-sided) placer, place them with the arrow pointing towards other pipes and the pipes will connect. See the GIF below for ho...
- Tue Jul 08, 2014 10:45 am
- Forum: Mods
- Topic: [0.11.5]Belt Switchers
- Replies: 32
- Views: 43683
[0.11.5]Belt Switchers
The 0.11.5 version is on the bottom of page 1 , thanks to elmi. Belt Switchers This mod allows you to craft belt switchers, these belts switch the items coming in on either lane. http://i.imgur.com/cQLxkGZ.png http://i.imgur.com/K41w1IG.png Downloads (0.10.x) OLD VERSION: BeltSwitchers.zip
- Tue Jul 08, 2014 9:13 am
- Forum: Mods
- Topic: [0.9.x] Landfill (1.1)
- Replies: 52
- Views: 39155
Re: [0.9.x] Landfill (1.1)
Here you go:
- Sat Jul 05, 2014 1:34 pm
- Forum: Mods
- Topic: [0.11.13]Teleporter Belts 0.0.2
- Replies: 23
- Views: 29795
Re: [MOD 0.10.x]Teleporter Belts 0.0.2
Update 0.0.2 The teleporter now uses energy per item teleporter based on the distance between the pads. It increases with the square of the distance, so long-range teleporters will be expensive. There is also a limit on the amount of energy it can use, which makes long-range teleporters (>32 tiles)...
- Thu Jul 03, 2014 7:55 pm
- Forum: Mods
- Topic: [0.11.13]Teleporter Belts 0.0.2
- Replies: 23
- Views: 29795
[0.11.13]Teleporter Belts 0.0.2
The 0.11.13 version is on page 2 , thanks to Adil Teleporter Belts Now with power usage! This mod allows you to craft teleporter belts. These advanced belts are able to teleport items from one place to another! Simply place a sender, give it a name, place a receiver, give that the same name and off...