If you don't want the accus to flicker on and off you need some sort of hysteresis function.
I personally like this one better, because it needs no power: viewtopic.php?f=208&t=29598
Search found 21 matches
- Thu Oct 20, 2016 11:57 am
- Forum: Show your Creations
- Topic: Vedrit's structures
- Replies: 7
- Views: 4202
- Sun Oct 16, 2016 10:08 pm
- Forum: General discussion
- Topic: Accumulator / Solar panel ratio
- Replies: 168
- Views: 655916
Re: Accumulator / Solar panel ratio
So I couldn't find the blueprint string for this anywhere, so I built it myself and here it is, if anyone else is searching: H4sIAAAAAAAA/5Wb3W7bOBBGXyXItbvgjEhKRuFnKdREWBhwpMB2gC2MvPs6+sk2srs831UveqLwzA85Etvn4eEwPLWHhx+7S9ef9+d9d9pdLn370u0e26en t5e3Q3sejo+b1+F0/duh313+2X3z6q+0+TX9+f6+KfOm8bYV+Vrkk8...
- Mon Sep 26, 2016 6:36 am
- Forum: Gameplay Help
- Topic: How to force recalculation of train paths?
- Replies: 28
- Views: 11767
Re: How to force recalculation of train paths?
If you put chain signals at the entrances of the shared track this shouldn't hold true.GeniusIsme wrote:Don't build ordinary signals on exits from shared track. Trains will stop there and block. Place ordinary signals only in places where you believe trains can wait forever without blocking the system.
- Thu Sep 22, 2016 7:41 am
- Forum: Gameplay Help
- Topic: semaphores
- Replies: 5
- Views: 3118
Re: semaphores
I would place signals like this. The chains signals make sure, that a train turning from the station and one passing the station don't block each other.
- Wed Sep 21, 2016 10:57 am
- Forum: General discussion
- Topic: Tech tree Flaw?
- Replies: 8
- Views: 3310
Re: Tech tree Flaw?
The common answer is to craft one oil refinery by hand, just like you needed to craft thinks in the beginning by hand.
- Fri Aug 19, 2016 9:21 am
- Forum: General discussion
- Topic: Logistic robots - do they have a preferred home?
- Replies: 9
- Views: 4556
Re: Logistic robots - do they have a preferred home?
They don't have a home base and will just "return" to the closest roboport with capacity after finishing their task(s).
- Fri Jul 22, 2016 4:03 pm
- Forum: Maps and Scenarios
- Topic: 0.13 Giant Islands
- Replies: 2
- Views: 4215
Re: 0.13 Giant Islands
Those islands sure look nice, but the resource settings (everything on very high) isn't for everyone...
- Fri Jul 22, 2016 2:36 pm
- Forum: Implemented Suggestions
- Topic: Make Blueprints a base mechanic.
- Replies: 7
- Views: 3792
Re: Make Blueprints a base mechanic.
Well it definitely has balancing implications, but he argues solely from the usability standpoint.LuckyStar wrote:Correct me if I'm wrong, but isn't this just a question of game balancing?
- Fri Jul 22, 2016 8:44 am
- Forum: Implemented Suggestions
- Topic: Fit integer number of items in transport belt
- Replies: 23
- Views: 12372
Re: Fit integer number of items in transport belt
No, it's not a good question, cause you can answer it yourself. :) https://en.wikibooks.org/wiki/Floating_Point/Fixed-Point_Numbers With the answer "it doesn't exist"? (The Page is called "Floating Point/Fixed-Point Numbers" but instead of explaining the difference only explains...
- Thu Jul 21, 2016 12:56 pm
- Forum: Implemented Suggestions
- Topic: Fit integer number of items in transport belt
- Replies: 23
- Views: 12372
Re: Fit integer number of items in transport belt
An even better question, what is a fixed-point float number?ssilk wrote:[...] the fixed-point float numbers [...]
- Wed Jul 20, 2016 7:16 am
- Forum: This Forum
- Topic: Factorio.com / forum account
- Replies: 7
- Views: 4537
Re: Factorio.com / forum account
Probably that he would prefer or at least find it less confusing if factorio.com (mods.factorio.com) and forums.factorio.com use the same user-database and maybe even session-cookie. So you can just follow the link in the forum to the mod page and still be logged in. Maybe the accounts can be linked...
- Fri Jul 15, 2016 8:18 am
- Forum: News
- Topic: Friday facts #146 - The GFX workflow
- Replies: 42
- Views: 27723
Re: Friday facts #146 - The GFX workflow
How about liquid bots? And provider/requester/storage tanks?Supercheese wrote:Using bots to transfer filled barrels is very nice...
Sure beats the alternative: Pipe Hell.
Edit: Those tanks should probably be only 1x1 to be practical....
- Fri Jul 15, 2016 8:14 am
- Forum: General discussion
- Topic: Is loop based train design totally broken?
- Replies: 21
- Views: 25717
Re: Is loop based train design totally broken?
I can just suggest reading through this post viewtopic.php?f=18&t=18621
It's kind of long but will probably answer all your problems.
It's kind of long but will probably answer all your problems.
- Thu Jul 14, 2016 7:40 am
- Forum: General discussion
- Topic: Is bitter pathing always been so broken when aggroing tons?
- Replies: 10
- Views: 4565
Re: Is bitter pathing always been so broken when aggroing tons?
It kinda is. With the meaning of forming a "train" of biters.taiiat wrote:i see... 'train' isn't a Verb so therefore the confusion.
- Wed Feb 04, 2015 4:33 pm
- Forum: Releases
- Topic: Version 0.11.14
- Replies: 38
- Views: 45596
Re: Version 0.11.14
I dont know why but in every version of factorio i first need to connect to a friend and then leave so he can connect to me as long as i didn't connect to them they cant connect to me and turning my antivirus and firewall off doesn't help and i also cant connect to 1 of my other friends so he cant ...
- Mon Jan 26, 2015 2:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13] Debug screen F7 causes CtD while close to tracks
- Replies: 5
- Views: 2373
Re: [0.11.13] Debug screen F7 causes CtD while close to trac
One of the categories you can set debug info to it's always True, but it's still a debug option. And apparently it's only available to show segments, not blocks and even this visualization is terrible, show_rail_paths or show_rail_connections has a much better visualization. But wit this I was able...
- Mon Jan 26, 2015 12:59 pm
- Forum: Resolved Problems and Bugs
- Topic: Furnaces/inserters stuck with this setup
- Replies: 17
- Views: 14528
Re: Furnaces/inserters stuck with this setup
It requires 5 Iron to produce one steel, so if you have 1-4 iron loaded it can't produce anything. The problem is, that the inserter isn't smart enough to keep loading iron but tries to load something else (which doesn't fit) so it get's stuck loading for example copper ore and stone for your top fu...
- Mon Jan 26, 2015 12:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13] Debug screen F7 causes CtD while close to tracks
- Replies: 5
- Views: 2373
Re: [0.11.13] Debug screen F7 causes CtD while close to trac
True, but the consensus in IRC was, that block marking should not be a debug feature, but more like some usability like the inserter arrows etc.
- Mon Jan 26, 2015 12:32 am
- Forum: Resolved Problems and Bugs
- Topic: [0.11.13] Debug screen F7 causes CtD while close to tracks
- Replies: 5
- Views: 2373
[0.11.13] Debug screen F7 causes CtD while close to tracks
The title says it all, when the full debug screen F7 is active and I move next to train-tracks the game crashes with the error msg "Wrong test path next rail logic". We found this out on IRC because we were locking for a way to show train-track-blocks visually, which F7 does (along with a ...
- Thu Jan 22, 2015 2:15 pm
- Forum: General discussion
- Topic: Factorio Speedrun in Less Then 4 Hours!
- Replies: 28
- Views: 26857
Re: Factorio Speedrun in 4:44 (update from 5:23)
I think when you upload record times like this, you should always include all your settings, especially peacefull and increased resources...