Search found 174 matches

by Jupiter
Thu Jul 14, 2016 2:04 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 36161

Re: How to avoid an oil deadlock

The issue if I am not mistaken is that you aren't using Petroleum (or Light Oil) at all, and you don't have Heavy Oil because you cracked it all into Light Oil? This is the sort of problem that combinators exist to fix (pre 0.13, this was, imo the single most practical use for combinators in the en...
by Jupiter
Thu Jul 14, 2016 10:36 am
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 36161

Re: How to avoid an oil deadlock

In my previous map I built controller for oil process. Something like that: https://i.gyazo.com/98eb1daf13d914b01d6b8ba533cd2e14.png Of course in game I did some tweaks but principle idea was the same and it worked quite well. It turned really small amount of Light Oil into Solid fuel and only when...
by Jupiter
Tue Jul 12, 2016 9:32 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 36161

Re: How to avoid an oil deadlock

In my current game I have 1 tank for petroleum gas, as I mentioned before this is mostly just for measuring use. I have 1 tank for lube and one for sulfuric acid. I do not have any tanks for crude, heavy or light oil. I do have a supply of crude in barrels that sits around 3-500 full barrels at any...
by Jupiter
Tue Jul 12, 2016 4:51 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 36161

Re: How to avoid an oil deadlock

How does an inability to make engines stop you from making batteries or red circuits? Or are you saying that those items are not being consumed means you have no demand for them? If that's the case then it sounds like you are over-producing gas. If necessary you can stop cracking heavy and light oi...
by Jupiter
Tue Jul 12, 2016 4:26 pm
Forum: General discussion
Topic: 5 Must Have Mods!!!
Replies: 15
Views: 11474

Re: 5 Must Have Mods!!!

Ranakastrasz wrote:How can you choose just 5?
Yea it's hard. I have 50 mods installed to choose from XD
by Jupiter
Tue Jul 12, 2016 4:17 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 36161

How to avoid an oil deadlock

Deadlock. When I say this, most peoples brains go to a picture of a complicated and badly designed train intersection. But I found another kind of deadlock. An oil deadlock. Or rather, an oil-product deadlock. The following happened to me today. I was designing my robot build. When I turned it on it...
by Jupiter
Tue Jul 12, 2016 2:29 pm
Forum: General discussion
Topic: 5 Must Have Mods!!!
Replies: 15
Views: 11474

Re: 5 Must Have Mods!!!

... might as well claim using a car, instead of a horse, is cheating, it's extremely outdated mentality. Modding isn't cheating... Except for that cars are actually in the game. (and horses are not for some reason....). But in the end you are right in that modding isn't really cheating. It's more t...
by Jupiter
Tue Jul 12, 2016 2:01 pm
Forum: General discussion
Topic: 5 Must Have Mods!!!
Replies: 15
Views: 11474

Re: 5 Must Have Mods!!!

1.Big Bags A must have Somehow this feels like a cheat (I don't wanna cheat, I just want to make life easier for myself without taking away from the challenge) but after thinking about it, it isn't really a cheat. Will download 2.Fast Running Super fast from the start...Yea I like designing persona...
by Jupiter
Tue Jul 12, 2016 12:00 am
Forum: Duplicates
Topic: [0.13.7] Corrupted game state
Replies: 6
Views: 1977

Re: [0.13.7] Corrupted game state

Being a programmer myself I really feel that this particular instance has something to do with the FactorioMaps mod. The corruption occurred right after creating a map. Or during actually. My guts says that this was just some weird interplay between the API used by the mod and the game itself. If I ...
by Jupiter
Mon Jul 11, 2016 10:44 pm
Forum: Duplicates
Topic: [0.13.7] Corrupted game state
Replies: 6
Views: 1977

Re: [0.13.7] Corrupted game state

Loewchen wrote:
Loewchen wrote:With what version of the game was the map originally created?
I'm sorry. It was with 0.12.35
by Jupiter
Mon Jul 11, 2016 7:45 pm
Forum: Duplicates
Topic: [0.13.7] Corrupted game state
Replies: 6
Views: 1977

Re: [0.13.7] Corrupted game state

Please upload the log-file. With what version of the game was the map originally created? I'm afraid that the relevant log file was quickly overwritten. Without really thinking, I tried to reload my game from my own save file (not an autosave) which I know wasn't corrupted. When the map loaded up i...
by Jupiter
Mon Jul 11, 2016 2:31 pm
Forum: Duplicates
Topic: [0.13.7] Corrupted game state
Replies: 6
Views: 1977

[0.13.7] Corrupted game state

I got a message saying that the game state was corrupted. This is a link to two save files, one is the last working (an autosave) and one is the corrupted save.

https://we.tl/bGI8h9rmHA
by Jupiter
Mon Jul 11, 2016 1:55 pm
Forum: Mods
Topic: [MOD 0.13.x]MagneticFloor 0.1.6
Replies: 65
Views: 40860

Re: [MOD 0.13.x]MagneticFloor 0.1.1

Got this error upon map generation:

Image
by Jupiter
Mon Jul 11, 2016 10:22 am
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13801

Re: 0.13 Count Perfect Chest Item Count

The entire thing could even be scaled up... for example to take more advantage of the stack inserter's huge stack bonus. So if you specify 10 items as limit it will work too, which is what I also tried. I think that you're right (not in the position to test right now). Smart :). I first thought it ...
by Jupiter
Mon Jul 11, 2016 12:12 am
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13801

Re: 0.13 Count Perfect Chest Item Count

A buffer chest wouldn't help much to overcome the problem... once the wrong number of items is inside the chest... it's inside. And how do you correct it to the intended number? :s You do it like this, you feed the box contents back to the stack filter inserter: http://i.imgur.com/hdkV74I.png The c...
by Jupiter
Sun Jul 10, 2016 8:31 pm
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13801

Re: 0.13 Count Perfect Chest Item Count

Though I question myself what happens if the output side of the inserter gets clogged? Is the setup stall resistant or does one have to ensure that it never gets clogged on the output side? Just tested it and it is stall resistant.. Well I found a little problem... or at least some awkward behaviou...
by Jupiter
Sun Jul 10, 2016 5:53 pm
Forum: General discussion
Topic: 0.13 Count Perfect Chest Item Count
Replies: 33
Views: 13801

Re: 0.13 Count Perfect Chest Item Count

Sir, this is ingenious! Let's see if I can build a smart furnace setup using belts this way... It might be possible with that setup. Though I question myself what happens if the output side of the inserter gets clogged? Is the setup stall resistant or does one have to ensure that it never gets clog...
by Jupiter
Sat Jul 09, 2016 6:49 pm
Forum: Railway Setups
Topic: 0.13 Smart supply-train loader + other solutions
Replies: 89
Views: 39979

Re: Smart supply-train loader

My guess is that he uses inverted flummoxing through bit-reversion in combination with real-multiplexing of virtual signals. Like in the Tetris implementation. Ehhh, what? Now in english plz :) BTW, are there any info sources on combinators I'm missing out on? Like a specific thread or wiki page or...
by Jupiter
Sat Jul 09, 2016 6:32 pm
Forum: Railway Setups
Topic: 0.13 Smart supply-train loader + other solutions
Replies: 89
Views: 39979

Re: Smart supply-train loader

My guess is that he uses inverted flummoxing through bit-reversion in combination with real-multiplexing of virtual signals. Like in the Tetris implementation. Ehhh, what? Now in english plz :) BTW, are there any info sources on combinators I'm missing out on? Like a specific thread or wiki page or...
by Jupiter
Sat Jul 09, 2016 3:46 pm
Forum: Ideas and Suggestions
Topic: Inserters moving stacks into nearly-full cargo wagons...
Replies: 3
Views: 1595

Re: Inserters moving stacks into nearly-full cargo wagons...

What you can do is create another inserter right next to your loading inserter that first takes any remaining items out and recycles them (perhaps feeds them back to your loading mechanism). Then you would have the loading inserter wait until the unloading inserter is done. To detect that it is done...

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