well i'm using my univeral 8-2 lane balancer which also works fine with anything below 8.
and it is not really a problem more like a weird thing, i assumed that if the left side is backed up the spiller would then try to fill up the other side. but it doesn't.
Search found 165 matches
- Tue Dec 19, 2017 7:09 pm
- Forum: Gameplay Help
- Topic: help balancing a belt
- Replies: 8
- Views: 4009
- Tue Dec 19, 2017 7:03 pm
- Forum: Gameplay Help
- Topic: help balancing a belt
- Replies: 8
- Views: 4009
Re: help balancing a belt
on the second pic, the right furnaces stopped working because the left side of the belt is full. but the right side is working.
i used some balancers but it is still backed up only on one side.
i used some balancers but it is still backed up only on one side.
- Tue Dec 19, 2017 6:07 pm
- Forum: Gameplay Help
- Topic: help balancing a belt
- Replies: 8
- Views: 4009
help balancing a belt
My Iron production only has one side active, the other is full with iron, that is because down my bus are 2 assemblers that only take from one side of the belt. https://i.imgur.com/aLknpLq.png https://i.imgur.com/ajoGaFP.png as you can see, i already tried a x-2 lane balancer, which usually works, b...
- Sun Dec 17, 2017 10:37 pm
- Forum: Duplicates
- Topic: [16.5] crash with power poles or something
- Replies: 3
- Views: 1074
Re: [16.5] crash with power poles or something
same happened to me little tip, use pastebin or a Spoiler to hide long logs. LOG i used mods, but only 2 of them, Electric Furnaces and a custom mod that removes Productivity limitations. neither of them have a effect on Poles. EDIT: turns out just mining a pole crashes the game Factorio_0.16.zip
- Sat Dec 16, 2017 9:16 pm
- Forum: Ideas and Suggestions
- Topic: RTGs (+some minor things)
- Replies: 16
- Views: 5667
Re: RTGs (+some minor things)
There is a format...
why did i never heard about this.
what is wrong with this format, i'm like 60% sure it gets all the information displayed that it needs
why did i never heard about this.
what is wrong with this format, i'm like 60% sure it gets all the information displayed that it needs
- Fri Dec 15, 2017 7:25 pm
- Forum: General discussion
- Topic: nuclear fuel for trains added in .16?
- Replies: 14
- Views: 6629
Re: nuclear fuel for trains added in .16?
I didn't see this listed, but I see a recipe for nuclear fuel, 1 rocket and 1 u-235 yields 1 nuclear fuel (60 second build time), with 1.21 gj and 250% acceleration bonus. Also, stack size 1, ha it is fuel, so it also works in furnaces and cars, etc. but how does that work, how do you turn Nuclear ...
- Sun Dec 10, 2017 5:35 pm
- Forum: Ideas and Suggestions
- Topic: RTGs (+some minor things)
- Replies: 16
- Views: 5667
Re: RTGs (+some minor things)
as long as you stay below the critical mass it should just slowly radiate away it's energy.
kinda glad "Critiac mass" is not a thing in factorio, otherwise my Steel chests full of U-235 wouldn't exist anymore... and my base.
kinda glad "Critiac mass" is not a thing in factorio, otherwise my Steel chests full of U-235 wouldn't exist anymore... and my base.
- Sun Dec 10, 2017 2:54 pm
- Forum: Ideas and Suggestions
- Topic: RTGs (+some minor things)
- Replies: 16
- Views: 5667
RTGs (+some minor things)
TL;DR 1. Diode, one way Energy transmission 2. Numbers in the Powernetwork GUI for better understanding 3. Trains grabing fuel from their own wagons if needed 4. biters/Bases dropping loot, like Resources Main part: 1. Plutonium, constantly decaying material made from recycling depleted Nuclear Fue...
- Sat Dec 09, 2017 9:41 am
- Forum: News
- Topic: Friday Facts #220 - The best Friday Facts ever
- Replies: 197
- Views: 78071
Re: Friday Facts #220 - The best Friday Facts ever
well, now we need a way to put Normal Turrets on Trains too. speaking of trains, are there gonna be more powerful trains? ones that can have more wagons before becoming slow? and can the turrets and maybe train itself grab items from it's own wagons when needed? so that i could just fill a wagon wit...
- Fri Dec 01, 2017 9:55 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 86145
Re: Friday Facts #219 - Cliffs
WAIT SO IS THIS NOW LIKE A LINK TO THE PAST!? where ir is basically 2D, but has 2 Y layers? imagine this being modable... imagine mining resources would mine the ground... imagine multiple Y Layers. and Ladders of course. Factorio with Cliffs. actualyl this reminds me of how Pokemon has it's terrain...
- Fri Dec 01, 2017 8:31 pm
- Forum: News
- Topic: Friday Facts #218 - Import bpy, Export player
- Replies: 67
- Views: 33164
Re: Friday Facts #218 - Import bpy, Export player
1. FACTORI⚙
That gear is a thing... holy hell that is awesome.
2. there won't be any more FFFs?
what point does firday have anymore? what point does Life have anymore?!?
That gear is a thing... holy hell that is awesome.
2. there won't be any more FFFs?
what point does firday have anymore? what point does Life have anymore?!?
- Fri Nov 17, 2017 12:33 pm
- Forum: News
- Topic: Friday Facts #217 - Just another Friday Facts
- Replies: 84
- Views: 35450
Re: Friday Facts #217 - Just another Friday Facts
"Expensive Recipe Mode" should just be "Expert Mode" and hopefully be more than just more expensive recipes... I mean look at Terraria's Expert Mode.
- Fri Nov 10, 2017 8:12 pm
- Forum: News
- Topic: Friday Facts #216 - Paving a path for the GUI update
- Replies: 57
- Views: 29627
Re: Friday Facts #216 - Paving a path for the GUI update
I'm just impressed i'm able to add 10 Module Slots and 33 Fuel slots to a machine and it doesn't break the Game, except for adding scrollbars to the fuel slots
Can't wait when GUIs will actually get some textures or some fancy glass effect (the ray one) or rust or something
Can't wait when GUIs will actually get some textures or some fancy glass effect (the ray one) or rust or something
- Fri Nov 03, 2017 6:02 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 44821
Re: Friday Facts #215 - Multithreading issues
well i never thought PvP would be a thing, since you don't have that much to fight with, more weapons or ways to defend would be kinda cool, i mean you get walls at the start and that's it. also the starting areas don't need to be exact copies, just make Ores work like in RSO so that everyone starts...
- Fri Nov 03, 2017 12:20 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399350
Re: Development and Discussion
The liquid units in factorio are volume, not molecules. Units in factorio are just Values. They have no actual Unit, like Liters or cm³... otherwise it would say that. at 25C, 1l of Water (1kg) makes ~98.8l (111.1g) of Hydrogen and ~622.0l (888.9g) of Oxygen. so the numbers can neither be mass nor ...
- Thu Nov 02, 2017 5:39 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399350
Re: Development and Discussion
small question, I know mods aren't supposed to be the most realistic... but why does 100x Water give 60x Hydrogen and 40x Oxygen? please don't tell me because "2/3 water is Hydrogen and 1/3 Oxygen" bullshit. i mean first, each Water molecule has Oxygen in it, so the Oxygen made has to be a...
- Wed Nov 01, 2017 4:19 pm
- Forum: Implemented Suggestions
- Topic: Support for mod packs
- Replies: 40
- Views: 14612
- Tue Oct 31, 2017 11:39 am
- Forum: Implemented Suggestions
- Topic: Support for mod packs
- Replies: 40
- Views: 14612
Sub-Mod (Modpack) Folders
Basic idea is having multiple Mod Folders inside the Mod Folder each with their own Mod-list and Mod-settings file. (and porlly also a modpack file to tell the game stuff like who made, website, name, etc.) This would allow you to change between different Modpacks without needed to copy/paste folder...
- Sat Oct 28, 2017 7:00 am
- Forum: Ideas and Requests For Mods
- Topic: Factory Idle Mod idea
- Replies: 4
- Views: 2318
Re: Factory Idle Mod idea
that scenario is not bad, it is basically what i had in mind, just not usable in the normal game and quite limited because of the set amount of in/outputs
still fun.
still fun.
- Fri Oct 27, 2017 10:34 pm
- Forum: Ideas and Requests For Mods
- Topic: Factory Idle Mod idea
- Replies: 4
- Views: 2318
Factory Idle Mod idea
If you don't know, Factory Idle is a Browser game where you build yourself a factory in limited space trying to make as much profit as possible by Buying resources, processing them and then selling the product. So, why not bring the basi idea to Factorio? Instead of having Ores all round you would j...