Search found 205 matches
- Wed Jul 13, 2016 12:25 pm
- Forum: General discussion
- Topic: [Fixed in 13.9] Intended, or an oversight? (belt sensors)
- Replies: 7
- Views: 3090
Re: Intended, or an oversight? (belt sensors)
Yeah, that's more or less what I've been making. But your regulator doesn't activate right away--once the input (power < 40%) changes, the item has to travel all the way across the belt tile before the output changes. If it worked the way I described in the OP, it could be immediate.
- Tue Jul 12, 2016 10:59 pm
- Forum: General discussion
- Topic: [Fixed in 13.9] Intended, or an oversight? (belt sensors)
- Replies: 7
- Views: 3090
[Fixed in 13.9] Intended, or an oversight? (belt sensors)
Make a belt, connect a single tile to a power pole, and set it to both enable/disable, and read contents (hold). Make sure it's disabled, and put an item at the beginning of the belt. It'll get stopped by the disabled section, but if you mouse over the power pole you see that it's sensing that item....
- Tue Jul 12, 2016 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Underground Belt and undergroud-pipes cost by length
- Replies: 11
- Views: 3313
Re: Underground Belt and undergroud-pipes cost by length
I like the idea, but maybe it's a bit hard to make it a feature into the game because of how building works in factorio. Right now you craft an underground pipe and you are able to put it within a range of another already built underground pipe, right? you already have paid de cost before deciding ...
- Tue Jul 12, 2016 5:25 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Get train content as signal from train stop
- Replies: 52
- Views: 29470
Re: [0.13] Get train content as signal from train stop
Many people have already seen that the problem with this is that the holding cargo of the whole train isn't as useful as a single wagon's cargo. This is why I think it shouldn't be a train-station thing but a rail block thing. I'd like to be able to connect a rail to the circuit network. The rail s...
- Tue Jul 12, 2016 3:14 pm
- Forum: Ideas and Suggestions
- Topic: Item burner
- Replies: 5
- Views: 3256
Re: Item burner
It is currently really hard to get rid off unwanted items. Do you mean in really large quantities? In small quantities it's not too hard--I just plop down a chest, fill it up, and machinegun it. And I guess if you need to get rid of a really large quantity of stuff you could put down a requester ch...
- Tue Jul 12, 2016 2:42 am
- Forum: Implemented Suggestions
- Topic: Inserters pick up fish
- Replies: 2
- Views: 9911
Re: Inserters pick up fish
Ooh, now that we have landfill, we could make a fish farm!
- Mon Jul 11, 2016 9:23 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Make inserter stack bonus individually configurable
- Replies: 111
- Views: 29092
Re: [0.13] Make inserter stack bonus individually configurable
So my approach of using the filter signals themselves as stack sizes would cover all possibilities, including yours. I agree, using the quantities as a stack size limit when setting the filter from the circuit network is the perfect solution. I didn't like that only filter inserters could be used t...
- Mon Jul 11, 2016 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Quick access bar for circuit selection (mockup image inside)
- Replies: 4
- Views: 1215
Quick access bar for circuit selection (mockup image inside)
To edit one of the quick access slots, you'd right click it, which would put a highlight around it, then click the signal (or set the constant) you want to put there.
- Mon Jul 11, 2016 8:26 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Make inserter stack bonus individually configurable
- Replies: 111
- Views: 29092
Re: [0.13] Make inserter stack bonus individually configurable
https://i.redd.it/5oygms6p4g8x.png Very nice, but as the others already stated with using the filters for that we could change the stack size via circuits, while it is working. I can think a number of things that could be done with that and I think when you reduce the number to 1 while filling a tr...
- Mon Jul 11, 2016 2:49 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Make inserter stack bonus individually configurable
- Replies: 111
- Views: 29092
Re: [0.13] Make inserter stack bonus individually configurable
How about something like this? https://i.redd.it/5oygms6p4g8x.png The stack size limit could be a constant or a circuit network signal, and would be clamped between zero and the inserter's maximum stack size. This would be completely flexible but still easy to use, and for example would make moving ...
- Fri Jul 08, 2016 4:18 am
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: Laser turrets without spending drain energy
- Replies: 31
- Views: 35069
Re: Laser turrets without spending drain energy
So I tried to set this up, and it worked great. The spotter turret draws the accumulator down below 100%, turning on the other turrets. But, when I set up the next set of turrets down the line, it doesn't work--the spotter turret fires, but never draws the accumulator down below 100%. I've checked a...
- Sun May 08, 2016 2:23 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 72321
Re: Friday Facts #137 - The release scarecrow
There are many things which I dislike according to it, starting with trains, which is most capable and powerfull transport in the game already, got another huge buff. Add information from another FFF, in which they said they plan to increase amount of slots in carts too (in the future). But I don't...
- Sat May 07, 2016 7:10 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 72321
Re: Friday Facts #137 - The release scarecrow
Sorry if this was already asked (there were already 11 pages by the time I got here!), but couldn't the rapid inserter go ahead and move a partial load if it's been waiting more than, say, one second for more items to show up? Or is the bottlenecking behavior intended as a challenge to work around?
- Tue Mar 15, 2016 12:51 pm
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 65057
Re: [MOD 0.12.x] Picker: Easily select items from inventory
I finally got around to updating this for the scripting changes introduced in 12.11 (I haven't been playing Factorio lately).
- Fri Mar 11, 2016 1:33 pm
- Forum: Gameplay Help
- Topic: Do we still pass fuel around a belt to switch steam/solar?
- Replies: 3
- Views: 2904
Do we still pass fuel around a belt to switch steam/solar?
It's been a year or more since I played, and I'll probably be at that point later today. Is there a new state of the art for having steam power only turn on as a backup to solar, or is it still the old way?
- Sat Aug 22, 2015 1:03 am
- Forum: Ideas and Suggestions
- Topic: Programmable smart inserter filters (was: network inserters)
- Replies: 9
- Views: 3810
Re: Network Inserter (Edit: modify smart inserter instead)
Sorry, maybe it's a translation problem or something else, but I don't get it. As I understand it the title of this should be: "Programmable filters for smart inserters" And I don't understand the answer from tinyboss: Why can't I limit the production via logistic conditions? I think that...
- Thu Aug 20, 2015 12:11 pm
- Forum: Ideas and Suggestions
- Topic: Programmable smart inserter filters (was: network inserters)
- Replies: 9
- Views: 3810
Re: Network Inserter (Edit: modify smart inserter instead)
Why do you want this? I mean, I can think of some uses, but what is your usage-case(s)? A bunch of one-roboport-sized logistic networks that pass the produced/consumed items back and forth among them. I can't really limit production using smart inserters and logistic conditions, since they're all s...
- Tue Aug 18, 2015 12:09 pm
- Forum: This Forum
- Topic: Where is ssilk?
- Replies: 15
- Views: 18408
Re: Where is ssilk?
We all wish you a swift recovery!
- Mon Aug 17, 2015 3:41 pm
- Forum: Show your Creations
- Topic: Silly challenge: 4-way "diffuser"
- Replies: 4
- Views: 11199
Silly challenge: 4-way "diffuser"
So I had this idea for a modular factory, a grid of disconnected roboports, with belts running between them. Each square would take what it needs from the belts, and put back what it produces. I wouldn't even try to send anything to a particular place, but rather just let it "diffuse" thro...
- Mon Aug 17, 2015 12:07 pm
- Forum: Ideas and Suggestions
- Topic: Memos for other player (or note to self)
- Replies: 10
- Views: 4883
Re: Memos for other player (or note to self)
I've wished for this, too. I keep a to-do list in a text editor, but it would be nice to have it saved with the game, and also to have notes tied to particular places in the world.