I complained in FF#144 because it had no graphic but now i can't do that.
Now I get what I expected from Albert
Search found 599 matches
- Fri Jul 08, 2016 6:38 pm
- Forum: News
- Topic: Friday facts #146 - The GFX workflow
- Replies: 42
- Views: 25762
- Fri Jul 08, 2016 1:53 pm
- Forum: Ideas and Suggestions
- Topic: [0.13] Power Switch: make it switch red/green wire, too
- Replies: 22
- Views: 6025
Re: [0.13] Power Switch: make it switch red/green wire, too
So far to turn on/off signals I'm using negator. It take some space so this feature would be nice replacement.
- Fri Jul 08, 2016 7:44 am
- Forum: Ideas and Suggestions
- Topic: [0.13.x] Train Schedule improvement - Fuel display summary
- Replies: 3
- Views: 1151
Re: [0.13.x] Train Schedule improvement - Fuel display summary
Because of different typed of fuel (also in mods), it should just summarize energy and show "Fuel = 1652MJ"
- Fri Jul 08, 2016 7:38 am
- Forum: Implemented Suggestions
- Topic: [0.13] Make inserter stack bonus individually configurable
- Replies: 111
- Views: 29039
Re: [0.13] Make inserter stack bonus individually configurable
Filter Stack Inserter could have ability to control amount of holding items. When we set "Stack Control" option and send to inserter signal Iron plate = 5 then it's mean that inserter will grab only 5 Iron plate. Of course when we send signal Iron plate = 100 but inserter can hold only 13 ...
- Thu Jul 07, 2016 9:21 pm
- Forum: Combinator Creations
- Topic: Smart Furnace - load-balanced, demand-based, and tileable
- Replies: 48
- Views: 23438
Re: Smart Furnace - load-balanced, demand-based, and tileable
I almost build smart furnace but encounter one problem. I need combinators contraption that will store input signal and can be updated only when inserters don't hold any item.
It's crucial because if input will change while any inserter hold item then it will ruin the setup.
It's crucial because if input will change while any inserter hold item then it will ruin the setup.
- Thu Jul 07, 2016 11:30 am
- Forum: Combinator Creations
- Topic: Smart Furnace - load-balanced, demand-based, and tileable
- Replies: 48
- Views: 23438
Re: Smart Furnace - load-balanced, demand-based, and tileable
That sux ;/
To be honest I feel like devs with v0.13 decided that all in v0.12 was too easy so they fucked up everything. For me it's the most disappointing update so far.
To be honest I feel like devs with v0.13 decided that all in v0.12 was too easy so they fucked up everything. For me it's the most disappointing update so far.
- Thu Jul 07, 2016 6:23 am
- Forum: Combinator Creations
- Topic: Smart Furnace - load-balanced, demand-based, and tileable
- Replies: 48
- Views: 23438
Re: Smart Furnace - load-balanced, demand-based, and tileable
AFAIK Stack Inserters can grab 12 items at once and normal inserter can grab 3 (botch fully upgraded). When both work simultaneously we get 15 stack bonus that can be used for steel production. For stone we can use only stack inserter with 12 stack bonus. On weekend I will try to build smart furnace...
- Wed Jul 06, 2016 8:55 pm
- Forum: General discussion
- Topic: Insert a specific amount of items.
- Replies: 9
- Views: 11596
Re: Insert a specific amount of items.
I think that I found a solution :D https://i.gyazo.com/baedda34f5f7c723a2df2b6017571f88.png We have to place items only on one side of the belt to make it precise. First belt have condition to work when required item is less then required amount. https://i.gyazo.com/359d1d9641e2cbeece88d53a70763164....
- Wed Jul 06, 2016 10:55 am
- Forum: General discussion
- Topic: Insert a specific amount of items.
- Replies: 9
- Views: 11596
Re: Insert a specific amount of items.
I think it won't work because inserter will grab few items and place one on ground but still hold rest. When next inserters grab item from ground it will also grab items held by first inserter because it will put them on ground one after another. The only way i can think is using belts connected to ...
- Wed Jul 06, 2016 7:21 am
- Forum: Gameplay Help
- Topic: [Train] All green light, "no path"
- Replies: 8
- Views: 13958
Re: [Train] All green light, "no path"
Anyone noticed that left loop have no exit? Chain signal detect if train can exit next block. So if you have setup ---- TRAIN> ---- [C] ----- Block 1 ----- [R] ----- Block 2 ----- [R] ----- Block 3 ----- then Train can enter Block 1 only when Block 2 is empty and Train can immediately leave Block 1....
- Wed Jul 06, 2016 7:04 am
- Forum: Gameplay Help
- Topic: [Trains] is this a bad setup?
- Replies: 5
- Views: 2823
Re: [Trains] is this a bad setup?
This design should work ok if you get the signals right. Take a look: http://i.imgur.com/XzzxRk1.jpg C= Chain rail signal R= Rail signal This setup don't need chain signals at all because trains don't have alternative ways. Only when you want to set higher priority to the main line, you can place c...
- Mon Jul 04, 2016 5:40 pm
- Forum: Gameplay Help
- Topic: Help with rail signals
- Replies: 7
- Views: 5847
Re: Help with rail signals
I didn't placed signals on the loop because they depend on how long the train is.
Besides I mentioned about loop capacity. Even if you place signals on loop you still can cause deadlock if you put too much trains. The loop itself is bad design.
Besides I mentioned about loop capacity. Even if you place signals on loop you still can cause deadlock if you put too much trains. The loop itself is bad design.
- Mon Jul 04, 2016 5:36 pm
- Forum: General discussion
- Topic: Combinator graphics much worse 0.13?
- Replies: 6
- Views: 2132
Re: Combinator graphics much worse 0.13?
They made them shorter because when you placed old combinators one after another, input nodes were in the same place as output nodes of another combinator. It was hard to connect and see connections. That's why most people made one tile space between them.
- Mon Jul 04, 2016 4:51 pm
- Forum: General discussion
- Topic: [0.13.0] Express loader
- Replies: 3
- Views: 7829
Re: [0.13.0] Express loader
Loader is really unloader. It take items directly from chest or machine and put it on belt. They not work witch wagons.
I played with them a little and to be honest they can be in vanilla game because they're not so universal and OP. In most situations I still prefer stack inserter.
I played with them a little and to be honest they can be in vanilla game because they're not so universal and OP. In most situations I still prefer stack inserter.
- Mon Jul 04, 2016 11:33 am
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 12990
Re: Chaining wires for 0.13
Please don't erase code. Maybe some day when you will have very good humor, you will decide to give us that optionTwinsen wrote:No modifier keys
- Mon Jul 04, 2016 10:58 am
- Forum: Implemented Suggestions
- Topic: Display Signal Information on Map / Signal Beam
- Replies: 20
- Views: 8087
Re: Display Signal Information on Map / Signal Beam
No need to apologies. I added link with similar proposition to have it in one place. I just didn't want to write the same thing twice
- Mon Jul 04, 2016 10:56 am
- Forum: Implemented Suggestions
- Topic: [0.13.3] logic combinator
- Replies: 14
- Views: 4831
Re: [0.13.3] logic combinator
@Zeblote binary calculations are not intuitive for normal player. Most of the people don't even know how to convert integer into binary and vice versa. Then how useful would be that logic combinator? Besides when we want to use 0;1 signals, we already can build that logic. @Shaymes if i understand i...
- Mon Jul 04, 2016 10:06 am
- Forum: Implemented Suggestions
- Topic: Display Signal Information on Map / Signal Beam
- Replies: 20
- Views: 8087
Re: Display Signal Information on Map / Signal Beam
I made similar proposition: viewtopic.php?f=6&t=26647
- Mon Jul 04, 2016 10:02 am
- Forum: Ideas and Suggestions
- Topic: [0.13] Connection method of red/green wires
- Replies: 10
- Views: 3191
Re: [0.13] Connection method of red/green wires
Exactly how it should be in the first place.siggboy wrote:So I'd like to have both, but the default should be the 0.12 chaining, and the fan-out should be triggered with a modifier key.
- Mon Jul 04, 2016 9:56 am
- Forum: Implemented Suggestions
- Topic: [0.13.3] logic combinator
- Replies: 14
- Views: 4831
Re: [0.13.3] logic combinator
There is no boolean signals in Factorio. All signals are integer. How you want to solve logic based on integers? 619 Iron plate XOR 937645 Copper plate = ?
We can build logic gates witch arithmetic/decider combinators because we can determine which value is 1 and which is 0.
We can build logic gates witch arithmetic/decider combinators because we can determine which value is 1 and which is 0.