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https://steamcommunity.com/sharedfiles/filedetails/?id=661582295
Similarly here, I don't think I have ever even created a single combinator device yet, and I make mega bases all the time. In place of complex circuitry involving the combinators, I tend to brute force things a bit. Works like 90% as well without them.
The basic circuit system without the combinators is simple enough though. It's just enabling devices by comparing the value of something. Like hooking up a pump to a tank, you can then have the pump only run if a liquid is > than a specific value of liquid that would be in the tank. Very useful for setting up oil cracking.
With oil, its fairly easy to set up a 100% automatic system to ensure I always have heavy, light, petro, lube, and sulfuric acid. The only (small) issue is I constantly have excess light oil which I turn in to solid fuel. Then its easy to turn the solid fuel in to rocket fuel which is always needed. If I don't process the light oil into solid fuel, the whole oil system will shut down (the way I do it, anyway).
I quite often have 250K or more solid fuel sitting around waiting to be converted. If I get to much, I funnel it into the boilers.
Train station control is straighht forward: I use a single design for loading and another for unloading. I use a combinator to control the filter inserters so that station can be used for any item I need. This beats having to manually switch a bunch of inserters, or having many different station types blue printed.
One simply hooks up a power switch that separates the steam engine power plant from the rest of the grid to a latching circuit and one of the accumulators. Then set it up to enable/disable the switch at specific power storage levels.
I use the logic system for this, too. But in a different way. I wire an accumulator to the water pumps. I stagger certain banks of power to come on at certain power levels.
For example, the primary power is nuclear and it is used based on how much steam is stored, then I'll stagger a dozen different coal-fired boilers from 90% down to 10%.
This saves my coal for emergence power situations only so I can liquifaction most of it.
i use SR latches to control oil cracking. i don't like pumps thrashing on and off. the SR Latches prevent that.
here is a blueprint of a Decider Combinator/Constant combinator timer.
a Memory cell example so you can keep track of the number of items on a belt etc.
Few days ago im refresh part of my rusty knowledge about electronics, try to approach this wey:
Whit google try to learn how works this things: AND OR gates, SR flip-flop, rizing edge detector then all this things build in factorio like individual devices ( if no go copy-paste and study) . This will give you few basic tools and knowlwdge how to setup ingame hardware.
Ingame counter is eazy, find how to reset this thing.
Whit that knowledge your good for all basic logic support for factory.
All the circuit network stuff I've ever wanted to do was possible with just a simple wire connection.
https://steamcommunity.com/app/427520/discussions/0/1741090847742352042/
A simple condition "if a container has more or less than a certain number of items, activate or deactivate a device" is supposed to be handlable with just a simple wire, no combinators required.
In which case, I haven't run into a circumstance that I would want to use a combinator. I never need to check for a more complex condition.
Ah, that was because of a quirk. It seems when a train pulls up to a station, inserters will activate once before they even attempt to read the contents of the train to see if they're supposed to run at all. There was some kind of back and forth a few months ago when the devs changed it. There was a loud group of people that were happy with the current behavior, and another that complained when it was changed.
I can't recall what they ended up on, but I believe inserters should never activate without checking the condition, and the contents of the train should go out first. The forum post was someone wanted a specific amount of an item on a train, without using reserved slots. Making sure to only have 5 of a repair pack, and only run if there is less.
I wonder, however, if the problem wasn't that they ran once before checking contents, but more because they had an arm full of product. Maybe it was an inserter stack size issue, like an inserter holding 10 packs which all get inserted rather than 1.
I dont have eny recepy for increase creativity, but i can guarantee that you will use more then just wire whgen you come to some popular gameplays, sey no to so much cool gadgets is wierd.
I fill like im inventory on your few k hour.
https://steamcommunity.com/sharedfiles/filedetails/?id=1469520358
Every time the trains goes around, 1 repair pack is loaded before the inserter turns off.
I agree with impetus though, this is getting off-topic here.