Search found 230 matches

by Jackalope_Gaming
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 ...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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.

Image
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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.
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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.
by Jackalope_Gaming
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 ...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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.
by Jackalope_Gaming
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....
by Jackalope_Gaming
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'...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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...
by Jackalope_Gaming
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, ...
by Jackalope_Gaming
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.
by Jackalope_Gaming
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

Image

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