Search found 2919 matches
- Sun Jul 10, 2016 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Furnace/Assembler Inventory to Circuit Network
- Replies: 4
- Views: 2229
Re: Furnace/Assembler Inventory to Circuit Network
That's currently part of the challenge. There's a way to pick up any x items from belt's already https://forums.factorio.com/viewtopic.php?f=5&t=28110#p181710 I do agree, making inserters pick up lets say 5 iron plates by sending them 5 iron plates as signal is something i'd love to see too, but...
- Sun Jul 10, 2016 8:45 am
- Forum: Ideas and Suggestions
- Topic: Furnace/Assembler Inventory to Circuit Network
- Replies: 4
- Views: 2229
Furnace/Assembler Inventory to Circuit Network
Making Furnaces and Assemblers report their current inventory (Input and output) to circuit network would open some interesting smart builds. For example a smart furnace that smelts iron, copper, steel and stone and works with any stack size upgrade without the need of an array of combinators to cou...
- Sun Jul 10, 2016 8:35 am
- Forum: Ideas and Suggestions
- Topic: [0.13.X] Even smarter trains
- Replies: 4
- Views: 1908
Re: [0.13.X] Even smarter trains
+1
Train inventory from station network was suggested here as well viewtopic.php?f=6&t=28483
Train inventory from station network was suggested here as well viewtopic.php?f=6&t=28483
- Sun Jul 10, 2016 8:28 am
- Forum: Implemented Suggestions
- Topic: [0.13] Get train content as signal from train stop
- Replies: 52
- Views: 29623
Re: Get train content as signal from train station
Having Stations report a trains inventory to circuit network would open a lot of possibilities for smarter train loading. The inventory should include fuel slots as well. It's rather easy to subtract it from normal cargo in case of a train carrying fuel and would allow for on demand requester chests...
- Sun Jul 10, 2016 7:21 am
- Forum: Railway Setups
- Topic: 0.13 Smart supply-train loader + other solutions
- Replies: 89
- Views: 39896
Re: 0.13 Smart supply-train loader + system parts
All those builds inspired me to try it myself with these requirements - wagon has no filter, is used to transport ore in and supplies out - loading exactly x of random selectable items - wagon is presumed to have been completely emptied prior So far i got the counting, reset , loading and unloading ...
- Thu Jul 07, 2016 5:27 am
- Forum: Combinator Creations
- Topic: Smart Furnace - load-balanced, demand-based, and tileable
- Replies: 48
- Views: 23664
Re: Smart Furnace - load-balanced, demand-based, and tileable
I deliberately not researched the last stack bonus so stack inserters use a nice 10 stack. So far the simpler smart furnaces without stone work without jamming. I would rather have an option to wire up furnaces to check their input and tell inserters to place x items (would also be great for supply ...
- Thu Jul 07, 2016 4:57 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] UPS drop/crash deconstructing many objects
- Replies: 11
- Views: 6288
Re: [0.13.4] UPS drop/crash deconstructing many objects
Good thing I'm not Chryssicpy wrote:Never trust Chryssi, too many mods installed. I blame mods.
- Thu Jul 07, 2016 4:51 am
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 27314
Re: Is the jump from science pack 2 to 3 too large?
IMO Spyder has boiled it down nicely and gives weight to the OP's suggestion of needing an intermediate 5th science stage. ie Science pack 1: Basic automation Science pack 2: Intermediary automation Science pack 3: Basic oil Science pack 4: Adv oil Science pack 5: take the fight to the aliens Which...
- Wed Jul 06, 2016 2:37 pm
- Forum: Railway Setups
- Topic: Simple combinator-free safe rail crossing
- Replies: 23
- Views: 47521
Re: Simple combinator-free safe rail crossing
*However in my own tests ive noted that if a train already has reserved the block it will ignore the signal and continue on. So dont run into the crossing blind because there could be still a train coming through. To prevent that kind of situation it would require multiple layers of gates to make s...
- Wed Jul 06, 2016 5:24 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 90608
Re: [MOD 0.12.x, 0.13.x] Flow Control
I'm getting the same error with Flow Control 2.0.0 after upgrading to 0.13.5.redraw wrote:not working on my 0.13
no other mod installed.
Edit: deleting flow control and reinstalling through ingame mod browser somehow fixed it.
- Tue Jul 05, 2016 7:51 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 138052
Re: [MOD 0.12.11+] Blueprint String
DaveMcW wrote:What version of the mod are you using? Can you post the string that isn't working?
Edit: nevermind you fixed it in 3.0.2. I didn't notice the newer release.
- Tue Jul 05, 2016 7:45 pm
- Forum: Railway Setups
- Topic: Simple combinator-free safe rail crossing
- Replies: 23
- Views: 47521
Re: Simple combinator-free safe rail crossing
The key of the safe rail crossing is the player detection range of the gates, as long as your within that range youre protected* outside that range you are game for any train. So its important to have gates at both sides of the track at the crossing to be within detection range the whole time. The ...
- Tue Jul 05, 2016 11:35 am
- Forum: Mods
- Topic: [MOD 0.18.X] Pollution detector
- Replies: 42
- Views: 51098
Re: [MOD 0.13.X] Pollution detector
Having detectors all over the base seems to be very taxing on my game. 20160704172549_1.jpg Reducing the update interval to every 60 ticks made the time drop from ~4.5 to ~0.04 script.on_event(defines.events.on_tick, function(event) ticks = ticks + 1 if ticks >= 60 then ticks = 0 for i, pollution_de...
- Tue Jul 05, 2016 8:01 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 138052
Re: [MOD 0.12.11+] Blueprint String
I get messages like "Blueprint icon error: __blueprint-string__/control.lua.130: unknown item name: straight-rail" when importing .12 strings in .13
Could you add a migration for .12 strings to .13?
Could you add a migration for .12 strings to .13?
- Tue Jul 05, 2016 5:59 am
- Forum: Railway Setups
- Topic: Simple combinator-free safe rail crossing
- Replies: 23
- Views: 47521
Re: Simple combinator-free safe rail crossing
Here's my take on a save crossing. It locks the gates on red and yellow of the crossing block and also turns the entry signal red when any gate activates. 20160705075245_1.jpg BP String: H4sIAAAAAAAA/+WYUW+bMBDHv0qV51CBbZJOFXvdh5gm5IKbWiKAjNOtQ3z3GUhUnJHwv75sSvvSUg77fn/fnc/Oq7uiymRxlyatKq22WjVJ25Zyr...
- Tue Jul 05, 2016 5:43 am
- Forum: Releases
- Topic: Version 0.13.4
- Replies: 43
- Views: 31004
Re: Version 0.13.4
I'll attach a picture that I used to open a topic on it that shows the difference quite well. http://mrgrim.gr1m.org/map-shock.jpg This is a really nice world. Was that created in 0.13 or ported over from 0.12? All I got in in 0.13 so far are swamp like areas. No connected large lakes and biomes.
- Tue Jul 05, 2016 5:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] UPS drop/crash deconstructing many objects
- Replies: 11
- Views: 6288
- Mon Jul 04, 2016 4:53 pm
- Forum: General discussion
- Topic: Is the jump from science pack 2 to 3 too large?
- Replies: 77
- Views: 27314
Re: Is the jump from science pack 2 to 3 too large?
The work needed to get science pack 3 automated is indeed a very steep curve compared to 1 to 2. My Idea to make progression a bit smoother: Sci3 uses some mid oil product like lubricant or instead of red circuits and batteries. So it's more accessible before you basically have built 90% of the whol...
- Mon Jul 04, 2016 3:58 pm
- Forum: Releases
- Topic: Version 0.13.4
- Replies: 43
- Views: 31004
Re: Version 0.13.4
Currently i generate games in 12.35 with RSO, then port it to 13 to play.TheTom wrote:I Just wish they fix landscape generation - then I move to 0.13
- Mon Jul 04, 2016 3:52 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.4] UPS drop/crash deconstructing many objects
- Replies: 11
- Views: 6288
Re: [0.13.4] UPS drop/crash deconstructing many objects
You've got a load of mods. If I had to guess you've got one that makes the electric pole range super massive - right? If it's still in the save it's a relict from mod testing. I'm using vanilla underground belt/pipe and poles. The only mods truly needed for the save are RailTanker_1.3.31, Flow Cont...