Nope. You want a compressor for that.Impatient wrote: Fri Apr 04, 2025 7:38 pm woha, woha, that is very bold statement. right in the beginning of a run you got 8 belts of iron ore. 4 go to steel smelting, 4 to plate smelting. now tell me you don't want an 8-8 balancer for that.![]()
Search found 545 matches
- Tue Apr 22, 2025 10:44 pm
- Forum: Gameplay Help
- Topic: Is this 8 belt balancer efficient?
- Replies: 13
- Views: 4009
Re: Is this 8 belt balancer efficient?
- Mon Mar 03, 2025 4:54 pm
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 6211
Re: Programmable Speaker Improvements
Madness! Next you'll be saying this isn't a fully-featured computer!Donion wrote: Mon Mar 03, 2025 12:29 pm Let's not forget this is still a game and not an audio workstation![]()

- Thu Feb 27, 2025 10:44 am
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 6211
Re: Programmable Speaker Improvements
My brain is just getting stuck on "you can't possibly need more than 4 speakers for a violin, 1 for a trombone, 6 for a guitar, 4 for a bass" just from the physical properties of those instrements. I know that makes harps and pianos potentially need a lot though :(
I'm definitely stuck on thinking ...
I'm definitely stuck on thinking ...
- Thu Feb 27, 2025 9:03 am
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 6211
Re: Programmable Speaker Improvements
If I had to choose only one of these features and couldn't use the other, I'd have to pick polyphony. It is unfortunately not feasible to build any sort of generic music player without it. So with my current understanding it seems that the fixed speaker volumes and the note velocity bucketing ...
- Wed Feb 26, 2025 10:21 pm
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 6211
Re: Programmable Speaker Improvements
I didn't realise you're the MIDItorio guy 
I wonder if we could convince the devs to put a 108-key piano with cyclicsounds in vanilla as a standard/example for everyone else to work from? The "officialness" might help keep everyone else compatible.

I wonder if we could convince the devs to put a 108-key piano with cyclicsounds in vanilla as a standard/example for everyone else to work from? The "officialness" might help keep everyone else compatible.
- Wed Feb 26, 2025 6:58 pm
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 6211
Re: Programmable Speaker Improvements
Because I want to make a better music box than MIDItorio
You misspelled “with MIDItorio” :D
Jokes aside, these are exactly the features I wanted. Thanks so much everyone! Can’t wait to play around with them.
Hey, if MIDItorio updates to use this and someone throws a full sound set modpack ...
- Wed Feb 26, 2025 4:17 pm
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 6211
Re: Programmable Speaker Improvements
Woop!
...
Wait.
Now I'm going to have to stop futzing about in SA and actually finish it so I can go write the better MIDI generator and soundpack mods.


...
Wait.
Now I'm going to have to stop futzing about in SA and actually finish it so I can go write the better MIDI generator and soundpack mods.

- Mon Feb 24, 2025 2:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
- Replies: 25
- Views: 9993
Re: [2.0.34] "virtual-signal=signal-ghost" is gone without migration
Agreed. This is not the company we've known.thegroundbelowme wrote: Mon Feb 24, 2025 1:07 am I have to say, I feel like this is an extremely out-of-character response for this company. I expect better from Wube than basically a shrug and a "sorry."
- Sat Feb 22, 2025 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Lamps, circuit control and logistics network.
- Replies: 9
- Views: 570
Re: Lamps, circuit control and logistics network.
A very simple one would be setting the green component based on how many of a specific item you have in storage.
- Sat Feb 22, 2025 3:54 pm
- Forum: Ideas and Suggestions
- Topic: Lamps, circuit control and logistics network.
- Replies: 9
- Views: 570
Re: Lamps, circuit control and logistics network.
Packed RGB is a standard colour format that can do all the colours possible in an 8-bits-per-channel model.
And yes, Colour Mapping wouldn't work. But the others would.
And yes, Colour Mapping wouldn't work. But the others would.
- Sat Feb 22, 2025 3:05 pm
- Forum: Ideas and Suggestions
- Topic: Lamps, circuit control and logistics network.
- Replies: 9
- Views: 570
Lamps, circuit control and logistics network.
Lamps connected to the circuit network have more control options than when connected to the logistics network.
Could we get the rest of the options on the logi connection please?
Could we get the rest of the options on the logi connection please?
- Thu Feb 20, 2025 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Assembler/Furnace circuit connection: Just fuel
- Replies: 0
- Views: 148
Assembler/Furnace circuit connection: Just fuel
Could we get a toggle to turn off the non-fuel slots being output to the circuit network for burner assemblers and furnaces?
This would help with circuit-controlled fuel feeds for sushi smelters. (And probably a whole lot of other uses I haven't thought of, probably involving burner assemblers and ...
This would help with circuit-controlled fuel feeds for sushi smelters. (And probably a whole lot of other uses I haven't thought of, probably involving burner assemblers and ...
- Thu Feb 20, 2025 1:36 pm
- Forum: Duplicates
- Topic: Fluid mixing when changing recipe
- Replies: 2
- Views: 204
Re: Fluid mixing when changing recipe
My search-fu missed those, sorry.
- Wed Feb 19, 2025 12:53 am
- Forum: Duplicates
- Topic: Fluid mixing when changing recipe
- Replies: 2
- Views: 204
Fluid mixing when changing recipe
What did you do?
Connected pipes to a foundry for the concrete casting recipe (the one that takes water and molten iron)
Connected the moltlen iron pipe to a source of molten iron (I used an infinity pipe)
Switched the foundry recipe to casting iron plates from molten iron.
Switched the foundry ...
Connected pipes to a foundry for the concrete casting recipe (the one that takes water and molten iron)
Connected the moltlen iron pipe to a source of molten iron (I used an infinity pipe)
Switched the foundry recipe to casting iron plates from molten iron.
Switched the foundry ...
- Sat Feb 08, 2025 2:00 am
- Forum: Ideas and Suggestions
- Topic: Random Number on Selector Combinator
- Replies: 31
- Views: 2319
Random Number on Selector Combinator
Selector Combinator can do random input, but we don't have enough different signals to turn that into a random number.
Can we get a "random number" option, or is there a design call to only do things you can't do otherwise?
Can we get a "random number" option, or is there a design call to only do things you can't do otherwise?
- Fri Feb 07, 2025 12:05 am
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 6211
Re: Programmable Speaker Improvements
I've been playing around with supporting cyclic sounds as programmable speaker notes and although it was way more annoying than I expected I have it working now.
When the circuit condition is met the note's begin sound starts, then moves to middle sound which loops as long as the condition is ...
- Sat Dec 14, 2024 11:04 am
- Forum: Balancing
- Topic: Molten iron/copper on Nauvis and Calcite demand
- Replies: 13
- Views: 8752
Re: Molten iron/copper on Nauvis and Calcite demand
I've seen some testing here : https://www.reddit.com/r/factorio/comments/1gx1wk6/cargo_landing_pad_throughput_real_tests_real/
Apparently, 660k items/min is achievable with items that stack by 200.
I missed that. (I stayed away from the internet for the first while so I could play SA "clean")
- Fri Dec 13, 2024 9:01 pm
- Forum: Balancing
- Topic: Molten iron/copper on Nauvis and Calcite demand
- Replies: 13
- Views: 8752
Re: Molten iron/copper on Nauvis and Calcite demand
The problem is that imports are rate-limited due to there only being one landing pad.
There's only so much you can pull out of it every second, even with logi bots.
I've seen a lot of people say this is a problem. I haven't seen anyone show that it's a problem.
That's because it's a very ...
- Fri Dec 13, 2024 3:39 pm
- Forum: Balancing
- Topic: Artillery needs to be moved back to Nauvis
- Replies: 63
- Views: 20261
Re: Artillery needs to be moved back to Nauvis
I'm an organised player who rushes bots and a grid and I love cliff explosives and artillery being on Vulcanis. It gives me a reason to go there. (And the 2.0 map gen basically removes all the problems with cliffs)
But that's why I hate that you can't have more than one landing pad per planet ...
But that's why I hate that you can't have more than one landing pad per planet ...
- Fri Dec 13, 2024 1:19 am
- Forum: Balancing
- Topic: Artillery needs to be moved back to Nauvis
- Replies: 63
- Views: 20261
Re: Artillery needs to be moved back to Nauvis
The one problem with importing tungsten is that you are only allowed a single train station to bring it in from other planets. And it has a hard cap on how big it is.
You can fit as many as 30 stack inserters near your landing pad while also having cargo bays attached; you can dump the ...