Search found 2919 matches
- Sat Aug 20, 2016 11:16 am
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 92364
Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
The added plumbing makes them a lot less space efficient too. With long inserters it works fairly well :D. Long handed inserters waste space on the belt side. Is it intended for the steam turbines to work just as well with hot fluids as they do with steam, or is that a limitation of using the steam...
- Thu Aug 18, 2016 12:50 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SmallFixes 0.1.22
- Replies: 24
- Views: 31059
Re: [MOD 0.12.x] SmallFixes 0.1.1
Could you extend the unminable_bots to logistic bots?
- Thu Aug 18, 2016 5:30 am
- Forum: Releases
- Topic: Version 0.13.16
- Replies: 22
- Views: 22103
Re: Version 0.13.16
Is there any advantage in using over other than not having to know which inventory index fuel is?
Code: Select all
LuaEntity::get_fuel_inventory()
Code: Select all
LuaEntity::get_inventory(1)
- Wed Aug 17, 2016 2:32 pm
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 92364
Re: [MOD 0.13] Nucular 1.0.2 - Nuclear Reactors and Weapons
I was surprised to find steam turbines working with normal heated fluids, so I've tested 11 steam boilers vs 14 normal boilers each fueling one steam turbine pushed to the limit. The result was that steam boilers used their fuel up slightly faster and didn't build up as much of a buffer as hot water...
- Wed Aug 17, 2016 1:20 pm
- Forum: Gameplay Help
- Topic: What is the simpliest way to supply outposts?
- Replies: 5
- Views: 4183
Re: What is the simpliest way to supply outposts?
If you don't feel like having any combinator black magic nor change the freight trains, adding a dedicated supply train to each outpost would be the easiest way. The complicated way is to make each outpost report back it's current supply level and have a smart loader fill just what's needed in the o...
- Tue Aug 16, 2016 6:15 am
- Forum: Ideas and Suggestions
- Topic: [0.13.15] Autosave time stored in save
- Replies: 4
- Views: 1243
Re: [0.13.15] Autosave time stored in save
Timestamps in co-op should be synced to match the host.
As client you seldom care to have a local autosave copy of a server map.
As client you seldom care to have a local autosave copy of a server map.
- Tue Aug 16, 2016 6:11 am
- Forum: Duplicates
- Topic: [0.13.15] The train doesn't choose alternative way
- Replies: 2
- Views: 896
Re: [0.13.15] The train doesn't choose alternative way
It should work if you place a chain signal before the junction.
The train will stay there for 5-30s before finding the new path.
The train will stay there for 5-30s before finding the new path.
- Sun Aug 14, 2016 4:09 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 93058
Re: Circuit network features for 0.14
Another voice for red/green selection, maybe something like this: green red wire select.png In the screenshot I suggest using two buttons per input which can be clicked on or off, but it could use a single button which cycles between three options: Both, Red, Green Technically there are more possib...
- Sat Aug 13, 2016 6:03 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Get train content as signal from train stop
- Replies: 52
- Views: 29649
Re: [0.13] Get train content as signal from train stop
If you don't want to wait, I've made an Inventory Sensor, that reads inventory of nearly everything.
Works for smart loaders, car refueling, smart furnace and logistic bot control.
Works for smart loaders, car refueling, smart furnace and logistic bot control.
- Sat Aug 13, 2016 12:03 pm
- Forum: Ideas and Suggestions
- Topic: wait condition "park"
- Replies: 4
- Views: 2018
Re: wait condition "park"
You could wire your stations to a constant combinator and use a circuit condition.
- Sat Aug 13, 2016 11:52 am
- Forum: Ideas and Suggestions
- Topic: [0.14] Nuclear reactor as part of advanced steam setup
- Replies: 8
- Views: 4627
Re: [0.14] Nuclear reactor as part of advanced steam setup
When going nuclear we should be forced to make the inner cycle, the one where fluids come in contact with radioactive material, closed or suffer from extreme radiation pollution.
It might be a fun thing to simply dump the contaminated water in a lake and check for 3 eyes fish.
It might be a fun thing to simply dump the contaminated water in a lake and check for 3 eyes fish.
- Fri Aug 12, 2016 7:59 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 93058
Re: Circuit network features for 0.14
Well... one huge Option is missing: https://forums.factorio.com/viewtopic.php?f=6&t=27673 Being able to adjust/override the damn Inserter Stack Size bonus depending on Circuit Signal! The thread is already 8 pages long and no response. Completely forgot about that.... It's certainly something I...
- Fri Aug 12, 2016 4:59 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Compact (?) 40/s Green Circuits with Prod. Modules
- Replies: 5
- Views: 7022
Re: Compact (?) 40/s Green Circuits with Prod. Modules
Your belts take up a lot of space making it less space efficient than it could be. I've been using this setup since 0.13 gave us stack inserter. A 48 assembler setup fills 4 compressed blue belts ~9.7k/m 2016-08-12-18-28-08-3143554.jpg H4sIAAAAAAAA/8Vb227jNhD9FcNPLWAVIinbWSz8VPSx37BQZDYlVjdIcpHA8L9X...
- Fri Aug 12, 2016 4:09 pm
- Forum: Development Proposals
- Topic: Circuit network features for 0.15
- Replies: 136
- Views: 93058
Re: Circuit network features for 0.14
The combinators really need operations like >=, =<, !=, % and bit operations. I also want to see a combinators being able to handle wire signals separately e.g. each green wire / each red wire outputting each or each green wire >= each red wire output each 1 each should only compare the same signal ...
- Thu Aug 11, 2016 6:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 60350
Re: [MOD 0.12.x] Equalizer chests v1.1.4
As far as I've seen it has no influence on performance since it does the loop regardless every 60 ticks.
All I noticed was an Error if you use a Diff of 0 or 1. It has to be at least 2 for your current logic, making the minimal achievable difference between first and last chest in a row (#chests * 2)
All I noticed was an Error if you use a Diff of 0 or 1. It has to be at least 2 for your current logic, making the minimal achievable difference between first and last chest in a row (#chests * 2)
- Thu Aug 11, 2016 3:58 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Equalizer chests v1.4.0
- Replies: 66
- Views: 60350
Re: [MOD 0.12.x] Equalizer chests v1.1.4
Here's a version I made for myself. Since those features where asked for on the mod portal.
- added circuit network
- reduced difference threshold for balancing, long rows at train stations balance a bit better
- added circuit network
- reduced difference threshold for balancing, long rows at train stations balance a bit better
- Sat Aug 06, 2016 6:59 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 288855
Re: [MOD 0.13.14] Robot Army. 0.2.1
The squad sizes are arbitrary and can now be set in the new settings module by the way.. no need to change config.lua for the most common settings. The activity module should also show constants like squad size. Why did you need 3 assemblers? For spawning more droids faster? My map got so big, than...
- Sat Aug 06, 2016 6:35 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 288855
Re: [MOD 0.13.14] Robot Army. 0.2.1
I was asking for a link since i needed 3 assembler to even get the hunting quads to start cleaning.
Currently there is no feasible way to make sure each of those locations spawns/maintains exactly one hunting squad.
Currently there is no feasible way to make sure each of those locations spawns/maintains exactly one hunting squad.
- Sat Aug 06, 2016 6:24 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 288855
Re: [MOD 0.13.14] Robot Army. 0.2.1
After watching Hunting Squads for a few hours i noticed some odd behavior. Sometimes squads run way outside the designated hunting radius and never retreat even with only 5 bots remaining. I set them to retreat with 10/20. Do you have a droid assembler they can retreat to? If you've only ever place...
- Sat Aug 06, 2016 6:16 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 288855
Re: [MOD 0.13.14] Robot Army. 0.2.1
After watching Hunting Squads for a few hours i noticed some odd behavior. Sometimes squads run way outside the designated hunting radius and never retreat even with only 5 bots remaining. I set them to retreat with 10/20. Controlling them with Satellite Uplink station would be amazing. I think it'd...