Search found 19 matches
- Sat Jun 13, 2020 12:14 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 83076
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
I like the new beacons, but I'm not a big fan of the multiples holes in the ground . It would be interesting to connect them to form a straight line. In most layouts, the beacons are aligned and stick together, so it would be really interesting to show how to use these beacons and make players want...
- Sat Jun 13, 2020 12:12 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 83076
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Wonderful ideas and I look forward to both. May the devs forgive me, but I have to ask: 1. Can the pipe flushing be automatic when pipes are disconnected from all fluid sources (such as Offshore Pumps, Refineries, Chemical Plants, and Fluid Tanks)? 2. Can pipe flushing be conditionally circuited? 3....
- Sun Nov 17, 2019 6:42 am
- Forum: Not a bug
- Topic: [0.17.78] Modules Disappear
- Replies: 2
- Views: 1175
Re: [0.17.78] Modules Disappear
Some additional thoughts on this issue. The reasons I didn't see the modules drop are: Blue module under a blue assembling machine made the modules difficult to see - I didn't see them until I upgraded to Assembly Machines 3 No indicator, beep or buzz, indicating anything was wrong Expected behavior...
- Sat Nov 16, 2019 11:22 pm
- Forum: Not a bug
- Topic: [0.17.78] Modules Disappear
- Replies: 2
- Views: 1175
Re: [0.17.78] Modules Disappear
Kindly disregard. I found the speed modules hidden [nearly] under the Assembling Machines. It seems they were expelled from my inventory.
- Sat Nov 16, 2019 9:53 pm
- Forum: Not a bug
- Topic: [0.17.78] Modules Disappear
- Replies: 2
- Views: 1175
[0.17.78] Modules Disappear
[Edit] Kindly disregard. This is user-error and not a bug. [/Edit] Modules I, II, and III are disappearing when removed from Assembling Machines. The problem seems to be occasional and I'm not sure what triggers or cures it, and I am not sure how to reproduce the exact conditions. The conditions I n...
- Wed Apr 17, 2019 1:18 am
- Forum: Duplicates
- Topic: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
- Replies: 6
- Views: 3484
Re: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
Here's a zoomed-out snapshot of the lake. I have another one that has landfill that is not in construction zones.
- Wed Apr 17, 2019 1:09 am
- Forum: Duplicates
- Topic: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
- Replies: 6
- Views: 3484
Re: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
I'm going to guess in the neighborhood of 100k.
Other grabbing a copy, blueprint, or deconstructor and selecting areas, is there any way to tell?
Other grabbing a copy, blueprint, or deconstructor and selecting areas, is there any way to tell?
- Tue Apr 16, 2019 8:06 pm
- Forum: Duplicates
- Topic: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
- Replies: 6
- Views: 3484
Re: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
There are fluctuations in the number of Construction bots that are available throughout the video. However, at around 1:30, the number starts to increase steadily (but probably not consistently) until all the bots are on strike. Here's that shortened version: https://drive.google.com/file/d/1nza9aWW...
- Tue Apr 16, 2019 5:55 pm
- Forum: Duplicates
- Topic: 0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
- Replies: 6
- Views: 3484
0.17.31 Landfill Ghost Objects Missing/Ignored - Bots on Strike
Summary: I was filling in a large lake with landfill using an isolated bot network. The bots seemed to go on strike and just wouldn't work even though there was plenty of landfill available and landfill ghosts to be filled in. Later, I discovered the number of Objects listed as to be built (lower ce...
- Thu Feb 07, 2019 5:37 pm
- Forum: Combinator Creations
- Topic: Pointless Modular Loops - that work
- Replies: 1
- Views: 2491
Pointless Modular Loops - that work
It's kind of like Legos. Connect them up and program the combinators. Video: https://youtu.be/nXhzdyEKHjI Programming: Modular Loops.png 1) Set the Assembler to make whatever you want/need. 2) Set the combinator with the ingredients and output product using negative values. 2.a) The total number of ...
- Fri May 25, 2018 2:13 am
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 19796
Re: Iron Chests, An Idea for Conversion and Re-Use
Those don't sound like endorsements at all. They sound like the exact opposite of liking iron chests. The only real argument for supporting iron chests is their slightly lower cost, which has yet to be proven to have any significant real world value. Wood chests are already superior for the low res...
- Tue May 22, 2018 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 19796
Re: Iron Chests, An Idea for Conversion and Re-Use
My two cents... Watching Nilaus and KoS play through on Death World gave me an appreciation of when Iron Chests are valuable: Steel chests were just too expensive. Here's how I recycle my iron chests: I run a recycle chest that sorts and outputs materials to various areas of the base (using filter i...
- Sat May 19, 2018 8:52 am
- Forum: Show your Creations
- Topic: Mobile Crates
- Replies: 9
- Views: 7340
Re: Mobile Crates
I clearly was incorrect: The maximum in/out ports for cars is not 10 (listed as an Advantage earlier), but the new record is now 19 (so far): 12 Inserters (any not-Long Inserters) 7 Long Inserters Car with 19 In-Out Ports.png I was able to use this feature to create a single-chest Fast Inserter fact...
- Sat May 19, 2018 6:42 am
- Forum: Show your Creations
- Topic: Mobile Crates
- Replies: 9
- Views: 7340
Re: Mobile Crates
Interesting idea - it can't be placed via blueprint, but otherwise quite neat. Not entirely -everything but the cars can be in a blueprint. There are only 16 cars... but placing them can be a bit tricky until you get the hang of it. I can post a blueprint if people like, but this is more conceptual...
- Fri May 18, 2018 7:01 pm
- Forum: Show your Creations
- Topic: Mobile Crates
- Replies: 9
- Views: 7340
Re: Mobile Crates
More car fun: Extra-fast train unloader. I was able to squeeze in an extra line of output using Long Inserters sharing some of the same space as the cars. The Stack Inserters can load 12 items at a time while the Long Inserters are loading 3, so this should roughly increase the unloading speed by 25...
- Fri May 18, 2018 6:12 am
- Forum: Balancing
- Topic: Balancing of Capacities of Containers
- Replies: 67
- Views: 39879
Re: Balancing of Capacities of Containers
The balance between cargo wagons, chests, cars, tanks, and the player has bothered me as well. It feels like the cargo wagon should just carry more because it is bigger. That said, there are some other logic issues. For example, storing a chest, the size of a chest, inside a chest. Tardis anyone? Or...
- Fri May 18, 2018 2:01 am
- Forum: Show your Creations
- Topic: Mobile Crates
- Replies: 9
- Views: 7340
More Mobile Crates Stuff
These mobile crates are "mobile" like mobile homes are mobile in that they could move, but they usually just stay in one place. Here's an example of an early easy recipe. Cars as Chests.png One thing to notice is, unlike regular chests, mobile chests can support more than four in/out ports...
- Thu May 10, 2018 12:25 am
- Forum: Show your Creations
- Topic: Mobile Crates
- Replies: 9
- Views: 7340
Mobile Crates
I started designing parking/driving systems using belts because I am a horrible Factorio driver. Artillery Ammo-Loader Parking Space Assist Ammo Loader Parking.jpg Cross-Base Driveway Cross-base pathway.jpg Gate Drive-Through Assist Gate drive-through guide.jpg Ultimately, this is what I ended up wi...
- Fri Dec 22, 2017 7:30 am
- Forum: Show your Creations
- Topic: Biter Cage
- Replies: 3
- Views: 3635
Biter Cage
There's not much more to this other than what the title says. I'm not sure if this has been done - it's simple enough: I did search the forums though. The trick was getting it in there: I used gates, then replaced the gates with walls (from the outside, of course). There are about 100 Construction B...