Search found 87 matches
- Sat Oct 07, 2017 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Read inserter stack size from the picked item's channel
- Replies: 13
- Views: 5267
Re: Read inserter stack size from the picked item's channel
Yes, I think the "each" (yellow star) option is fairly obvious for the interface. As I touched on in the OP, I have been able to work around the problem using the "reverse pick" trick: If I want, let's say, 50 splitters in the train and it currently has 46, then I have one insert...
- Tue Jul 18, 2017 11:10 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 60720
Re: Production Calculator Google Sheet [0.15]
Thanks for noticing. That's one of the hardcoded numbers I haven't been able to find in the data files. Spreadsheets and lua code updated.
- Sun Jul 02, 2017 1:47 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 60720
Re: Production Calculator Google Sheet [0.15]
Done. I weeded out some alternatives to keep the selection list from getting too long, and also added alternatives for 16 and 20 beacons (possible around larger buildings like refineries and rocket silos). Anyway, if you'd like a beacon configuration that isn't in the list you can just edit it in th...
- Sun Jun 11, 2017 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Read inserter stack size from the picked item's channel
- Replies: 13
- Views: 5267
Read inserter stack size from the picked item's channel
TL;DR When the inserter stack size is controlled by the circuit network, make it possible to read the size from the same channel as the item it has picked up. What? E.g. if a filter inserter has chosen to pick up pumpjacks, the stack size for that particular pick would be read from the pumpjack cha...
- Sun Jun 04, 2017 2:58 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 60720
Re: Production Calculator Google Sheet [0.15]
For now I've added coal liquefaction as just another balancing alternative next to basic and advanced processing. Better than nothing.
- Sat Jun 03, 2017 2:07 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 60720
Re: Production Calculator Google Sheet [0.15]
I'm glad you find it useful! My aim is to make it as accurate as possible, so thanks for reporting errors. Chemical Plants and Oil Refineries have 3 module slots, not 2. This changed in 0.15.0; the wiki is out of date. Fixed (in the wiki too), thanks. I've found this spreadsheet really useful, but I...
- Sat May 27, 2017 11:41 pm
- Forum: Duplicates
- Topic: Incomplete blueprint stamps for network connected belts
- Replies: 4
- Views: 1301
Re: Incomplete blueprint stamps for network connected belts
Yet it added the wires - on the existing belts. What's the purpose with that, then?
Thanks for pointing to the correct dup, btw.
Thanks for pointing to the correct dup, btw.
- Sat May 27, 2017 9:53 pm
- Forum: Duplicates
- Topic: Incomplete blueprint stamps for network connected belts
- Replies: 4
- Views: 1301
Re: Incomplete blueprint stamps for network connected belts
My situation is somewhat different: It does wire up the belt segments, but it doesn't set "Mode of operation" and "Enabled condition" in them. Perhaps it's the wiring of them that is wrong then, although I think it's more consistent that the blueprint adds settings to existing el...
- Sat May 27, 2017 1:37 pm
- Forum: Duplicates
- Topic: Incomplete blueprint stamps for network connected belts
- Replies: 4
- Views: 1301
Incomplete blueprint stamps for network connected belts
I have a blueprint containing some belts wired up onto a circuit network, and I stamp it out on existing belts without circuit networks but with compatible types and directions. In this case, the belts get wired up, but the "enabled condition" in them doesn't get set properly. It works if ...
- Mon May 22, 2017 1:45 am
- Forum: Gameplay Help
- Topic: Inserter Throughput
- Replies: 9
- Views: 17001
Re: Inserter Throughput
I've put a bit of effort into measuring inserter throughput in the 0.13+ world where we have varying stack sizes. I've documented my findings on the wiki page . There's also a spreadsheet with all the numbers and plenty of graphs, although I haven't put a whole lot of effort into making it comprehen...
- Sun May 21, 2017 12:00 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 153350
Re: Friday Facts #191 - Gui improvements
I like the change of making the quickbar a "view" into the inventory. However, not getting it automatically filled with "random items" would be a loss. It works really well when you're doing one task and then switch to another: If I'm e.g. setting up a smelter I need furnaces, be...
- Sat May 13, 2017 12:26 am
- Forum: Not a bug
- Topic: Read train contents doesn't work in manual mode
- Replies: 2
- Views: 1595
Re: Read train contents doesn't work in manual mode
Well, I note the inconsistency between the wagon being present to inserters at the same time as its content isn't available on the circuit network. I can very well understand that a manually driven train not parked exactly at the right spot wouldn't be registered with the train stop, but this is abo...
- Fri May 12, 2017 11:16 pm
- Forum: Not a bug
- Topic: Read train contents doesn't work in manual mode
- Replies: 2
- Views: 1595
Read train contents doesn't work in manual mode
See title. I have some train stations with circuit logic to balance the number of items exactly, and this causes the train to overfill when it's set to "Manual" in the Schedule tab: According to the train stop there's essentially no train there, yet the wagon is in place and is open, so th...
- Sun May 07, 2017 12:43 am
- Forum: Resolved Problems and Bugs
- Topic: Rocket shooting speed 6 description
- Replies: 4
- Views: 1660
Rocket shooting speed 6 description
A tiny but simple bug: "Rocket shooting speed 6" tech description says "one of the prerequisites for spaceworthy rockets". That's true for the 1-5 techs which actually are prerequisites for the rocket silo, but 6 isn't.
- Sun Apr 30, 2017 5:08 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 60720
Re: Production Calculator Google Sheet [0.15]
I've got a new sheet for all the goodness in 0.15, and I've also added beacon support. Actually it's two sheets now, since there are "normal" and "expensive" variants of some recipes. Updated links in the original post.
- Sat Jan 14, 2017 11:06 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 204006
Re: Fluid mechanics
I found the maths in another post , so I can answer most of my questions myself: - I'm interested in the maths there, can you show the formulas you found out? Taking the result from said post: Distance in pipe segments = (20 - 2 Flow) / (3 Flow - 5 * Min[Flow*0.59, 1]) Plugging in DaveMcW's values, ...
- Sat Jan 14, 2017 1:43 pm
- Forum: Gameplay Help
- Topic: [0.15.x] Fluid mechanics
- Replies: 72
- Views: 204006
Re: Fluid mechanics
This is very interesting and I have some questions on the OP: - I'm interested in the maths there, can you show the formulas you found out? - In your graph I take it that the pipes are full, so it's only the flow rate (2nd component) that influences it. Is that correct? - What is the reason for the ...
- Mon Nov 07, 2016 1:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.14.19] "e" no longer closes dialog with num field focus
- Replies: 3
- Views: 2828
[Rseding91] [0.14.19] "e" no longer closes dialog with num field focus
When I focus on a text field accepting numbers, I can't close the dialog by pressing "e" (bound to "Close window"). I have to remove focus from the field first, e.g. by pressing Tab to cycle to a different field. This happens for instance when I edit item numbers in the Logistics...
- Wed Sep 07, 2016 1:29 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Production Calculator Google Sheet [1.0]
- Replies: 50
- Views: 60720
Re: Production Calculator Google Sheet [0.13 & 0.14]
Not a lot feedback on this, but I have noticed a few visitors on the spreadsheet so I hope it's useful to some. Anyway, I've extended the spreadsheet with a function to calculate the cheapest combination of factories and speed modules that gives you the production capacity you need: First, make a ca...
- Sat Aug 13, 2016 9:01 pm
- Forum: 1 / 0 magic
- Topic: [0.13.9][posila] Deserialisation error
- Replies: 3
- Views: 1351
Re: [0.13.9][posila] Deserialisation error
Thanks for your effort! I can confirm the fixed save works fine for me. However I have since then replayed from an earlier save I managed to salvage from another computer. Since then I have taken the habit of flipping between two different saves, so I know there's always one that loads. Anyway, I ha...