Search found 230 matches
- Tue Jan 12, 2016 5:28 am
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: transport belt optimization and compression
- Replies: 10
- Views: 31317
Re: transport belt optimization and compression
I recommend looking at https://www.reddit.com/r/factorio/comments/3fq3cc/count_perfect_n_to_m_belt_balancers/ for count perfect splitters and balancers. As far as I know MadZuri is the one who made the 4x7 4 belt balancer. Or was it you, Yttrium? Contained in that thread is an 8 belt balancer along ...
- Sun Jan 10, 2016 4:54 am
- Forum: Gameplay Help
- Topic: Christmas challenge: 28 to 24-belt merge
- Replies: 2
- Views: 10272
Re: Christmas challenge: 28 to 24-belt merge
My first thought was split 4 of those belts into 6, for a total of 30 which is 6 groups of 5. From there do a 5 to 4 compressor on each one which ends up as 6 groups of 4 for the final 24 belts. A 5 to 4 compressor when you're not sure if the belts have equal counts is best done through a modified 8...
- Sun Jan 10, 2016 3:38 am
- Forum: Gameplay Help
- Topic: 1 to 18 even distribution
- Replies: 11
- Views: 32718
Re: 1 to 18 even distribution
A 1 to 18 splitter can be done with a 1 to 3 splitter and then 3 1 to 6 splitters. Here's the setup I use for my 3 wagon train loading stations at the moment.
- Sun Jan 10, 2016 2:39 am
- Forum: Ideas and Suggestions
- Topic: Train length [wagon, locomotive]
- Replies: 23
- Views: 28585
Re: Train length [wagon, locomotive]
Glad I searched for this. I've finally gotten into working heavily with trains and the fact that the cargo wagon lengths do not align to the grid makes things needlessly difficult. The locomotives are all exactly 8 units wide when oriented horizontally, so why not have the cargo wagons also be 8 uni...
- Fri Jan 08, 2016 12:36 am
- Forum: Ideas and Requests For Mods
- Topic: Small Tram or monorail for inner-factory transport
- Replies: 9
- Views: 21343
Re: Small Tram or monorail for inner-factory transport
Some sort of miniature rail system comes to mind for this since one of the few other transport options would be a chairlift system, and that would be much harder to implement than a simple modification to existing rails. Early on fuel could be used for this, but if it's simply an intra-factory trans...
- Wed Jan 06, 2016 5:10 pm
- Forum: Ideas and Requests For Mods
- Topic: Mod request: Highlight orphaned underground belts and pipes
- Replies: 8
- Views: 17693
Mod request: Highlight orphaned underground belts and pipes
Would it be possible to have a mod that somehow highlights orphaned underground belts or pipes? Having to track them down and figure out which part is missing its mate is quite the exercise in frustration.
- Wed Dec 30, 2015 11:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.20] [kovarex] Concrete and terrain conversion glitch
- Replies: 10
- Views: 17819
Re: [0.12.20] Concrete and terrain conversion glitch
The scenario I found was when laying concrete in 10x10 chunks, going from one terrain type to the next would sometimes cause it. One of the odd things I just noticed is the terrain seems to be changed in 2x2 chunks. It doesn't seem to be aligned with the railroadgrid for what it's worth. I've upload...
- Fri Dec 25, 2015 8:20 am
- Forum: Implemented Suggestions
- Topic: Connect train stops to circuit networks
- Replies: 21
- Views: 38858
Re: Connect train stops to circuit networks
Knowing how much of each resource an outpost has should be pretty easy to implement since it's already possible to know with smart chests hooked up to the circuit network. Automatically telling a train to go to a certain stop based on a given condition (including conditions such as X stop has the mo...
- Mon Dec 21, 2015 12:23 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.20] [kovarex] Concrete and terrain conversion glitch
- Replies: 10
- Views: 17819
Re: [0.12.20] Concrete and terrain conversion glitch
In my case I was putting down concrete in a 10x10 area just running side to side between a couple lakes and the terrain shifting stuff happened while doing that.
I'm not using any mods.
I'm not using any mods.
- Sun Dec 20, 2015 5:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.20] [kovarex] Concrete and terrain conversion glitch
- Replies: 10
- Views: 17819
[0.12.20] [kovarex] Concrete and terrain conversion glitch
A glitch I've noticed is when placing concrete on the threshold between one terrain type and another, the terrain can be changed. It can also be changed when removing said concrete. and the glitch also happens when putting down stone brick paths. The converted terrain seems to only extend along the ...
- Sun Dec 13, 2015 3:06 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 231649
Re: [0.12.18] Warehousing v0.0.5
Now that the warehouses can hold much more, I've started using them in my games. They're absolutely perfect buffer and storage for train unloading since a warehouse and the medium electric poles work perfectly for two to a cargo wagon. Also, I absolutely LOVE how it's possible to walk between adjace...
- Tue Nov 24, 2015 5:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 231649
Re: [0.12.12] Warehousing v0.0.4
Hm, something else I realized about this mod: The number of inserters it can support allows for smart inserters to take something out that logistics bots put in. Like if you put coal in your trash slot and a bot took it then it could drop it off at a storage warehouse and then a smart inserter could...
- Fri Nov 20, 2015 10:04 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 231649
Re: [0.12.12] Warehousing v0.0.4
I'm Jackiethegreen on Reddit if you're wondering.
Awesome news about the storage and scrolling! Though now I have to wonder if it would be possible to have some sort of search box available for chests since it's very possible to lose something in that whole mess.
Awesome news about the storage and scrolling! Though now I have to wonder if it would be possible to have some sort of search box available for chests since it's very possible to lose something in that whole mess.
- Thu Nov 19, 2015 8:57 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 231649
Re: [0.12.12] Warehousing v0.0.4
Here's the Reddit post6: https://www.reddit.com/r/factorio/comments/3sjtgr/youtube_factorio_mod_spotlight_warehousing_004/ Xterminator did a mod spotlight for you at https://www.youtube.com/watch?v=MCnKRuBYBi4 And your bug fix thread got a response. Looks like the scrolling might be fixed in the 12....
- Mon Nov 16, 2015 8:30 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 549796
Re: Let's see your clever builds
An octagon setup for processing units can work with 7 assemblers and then the 8th is the chemical plant pumping sulfuric acid. I've found it's not worth it to try putting it in the middle if you're wanting to output the processing units to the middle too since the pipes take up too much room, and I'...
- Sun Nov 15, 2015 10:20 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 549796
Re: Let's see your clever builds
I don't mind others tinkering with my builds at all! That's one of the reasons I post them since improving them is good for the game. But I do have some comments on it: Pumps were already trivially added to my updated design, both up the main line and going straight into the tank. I specifically mad...
- Sat Nov 14, 2015 2:53 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 325581
Re: Foreman 0.1.9 - A factory optimisation tool.
Features I'd like to request: Ability to right-click on a node and instead of the popup menu only showing delete could it also have an option for a window that allows the user to modify which machine is being used for that node, and what modules go in it. An option to use two or three different mach...
- Sat Nov 14, 2015 12:59 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 231649
Re: [0.12.12] Warehousing v0.0.4
Crosspost from Reddit: I don't like the (lack of) space on these at 220. They take up a 6x6 area in the latest version, so 36 chests could fit in that space. Wooden chests have 16 slots, so times that by 36 to get 576. Even if they were 5x5 that's 25 spaces x 16 = 400 slots. 4x4 would be 16 spaces, ...
- Sat Nov 14, 2015 11:19 am
- Forum: Not a bug
- Topic: [0.12.0-0.12.1] non-fast Insert can't grab items on belts
- Replies: 10
- Views: 18989
Re: [0.12.0-0.12.1] non-fast Insert can't grab items on belts
I'm finding that fast inserters also have this same problem when it comes to red belts. It'll go for the first item and not be able to get it, but it can get a second one if it's right behind the first.
- Wed Nov 11, 2015 8:10 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 492
- Views: 549796
Re: Let's see your clever builds
I've updated the setup to now include plastic production and storage for petroleum gas along with an extra inserter for the center copper cable assembler.
http://i.imgur.com/EI70y8w.jpg
http://i.imgur.com/EI70y8w.jpg