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Solumin posted:Not in the base game, but there's a mod or two that add recycling buildings.
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# ? Apr 6, 2016 00:01 |
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# ? May 11, 2024 13:17 |
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Zetsubou-san posted:and colored concrete i desperately need this, more than basic needs like food and clothing
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# ? Apr 6, 2016 00:09 |
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Node posted:i desperately need this, more than basic needs like food and clothing MODS! https://forums.factorio.com/viewtopic.php?f=93&t=13907 Also gives colored lamps and trains.
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# ? Apr 6, 2016 00:12 |
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Can somebody help me figure something out with combinators and circuit networks? Sorry if this has been covered already, I didn't want to go through the whole thread. I want to set up certain production lines to only build exactly a certain number of things. I'm using the logistic and power packages from bob's mods, and the higher tier versions of stuff require an input of the lower tier things to build. Say I want to build a mk4 robot - I need to build 1 each of mk1, mk2, and mk3 robots, which means I also need to build 1 each of the different frames. I've set up my robotics facility with a crude circuit network, such that I can order 500 top-tier logistics or construction robots with a constant signal, and the factory will build until I have 500 of each of the prerequisite robots and frames in the network, so I can just walk away and ignore it. This also means I always have a bunch of the low tier garbage sitting around in provider chests and it is driving me nuts. Is there a way I can set up some combinators/circuit wizardry so I can input a signal at 500, and it will order each of the intermediate factories to build only 500 intermediate things, rather than building until there are 500 in the network, so I don't have a bunch of wasted stuff sitting around?
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# ? Apr 6, 2016 03:04 |
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That's mostly doable - the key part is a small integrator circuit that counts how many of something you've built. The basic idea is a counter wired up to a box, with a smart inserter putting in when the box is empty, and a fast inserter taking out. Every time an item passes through, the chest puts "1 (item)" into the circuit for one tick, which increments the counter. So you get a count of how many items you've produced. So for every intermediate product, you add a counter on the output, and you do the same for your final product. Whenever you build the final product, you subtract the appropriate amount from the intermediate counters, so that they always represent "number of items in-flight". Then you have a circuit which counts number of items in-flight + number of final items sitting in storage, and compare that against the desired number to decide whether to run the machine or not. I'll see about adding a diagram or something later, describing it via text isn't the greatest.
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# ? Apr 6, 2016 04:36 |
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I have a train wreck of a WIPless production method in my post history in the thread but as we've established earlier today I am kind of bad at the finer points of circuits and use a lot of chests of tokens that you can avoid if you're going for full combinator glory. There's some practical methods of production ordering without going too deep down the rabbit hole. To avoid going too deep down the rabbit hole, you'll need to live with manual ordering instead of chest inventory based. If you want zero throughout the system, you're stuck trying to decipher my strict accounting version. There's also some inbetween methods that will leave you with less intermediates before but not quite clean either. I don't play Bob's mod but if I understand your explanation of the supply chain, you can key final tier bot production to an initial production pull of mk1 robots. You need 2^(y-2) mk1 bots for every mky. We can use that to our advantage by pulling and making 500*2^(y-2) mk1 bots at a crack. Or else just turn off mk1s when you have enough mkys. Rough and dirty automation: You can do strict accounting on everything as it gets made and end up without anything in between. The half measure is to just tie your final inventory to your MK1 raw material feeds. Less WIP, but nowhere near perfect. You can probably tweak your initial constant setting to get it running as lean as you would want it if you don't mind a little dirt in between. Set final inventory in constant combinator C. Start with 500, you can walk it down as you find out what WIP ends up meaning, or do the math to figure out a better setting from the start. Arithmetic combinator does the operation I-C. Tie it all back to your mk1 assembler raw material smart inserters. Set them to pull when your arithmetic result is <0. Strict accounting half measure that can take advantage of the number of mk1 relation to final mky bots. Here's a simple token based scheme to count down production from a target. You set T by dropping in garbage tokens in the quantity of your production target. Smart inserters handling inputs to the assembler are wired to this chest, and set to feed the assembler for tokens>0. The assembler passes the final product to a signalling chest D wired to the smart inserter taking tokens out of the count chest. That smart inserter is set for final product>0. It then passes the product into the logistics system through a provider chest. Maybe want to make it active because it will break if D has nowhere to dump the final product but I don't know the slots you are expecting to deal with for this venture. This is the basic step for the method Jabor is describing, tying it all together from beginning to end takes some logic work I don't want to diagram blind. zedprime fucked around with this message at 05:00 on Apr 6, 2016 |
# ? Apr 6, 2016 04:58 |
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Staircase wit struck me going to bed, that the arithmetic and constant combinator aren't actually needed in the grungey example, you can just tie the final logistics provider chest of mky bots to the raw material inserters of mk1 bots and set it at the smart inserters. But it's still an option if you have a lot of smart inserters that would need settings changed if you want to adjust the final amount or just want to feel cool adjusting constant combinators.
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# ? Apr 6, 2016 05:16 |
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This might amuse (though not surprise), posts about a WIP mod someone put up.seronis posted:Burner inserters are ESSENTIAL to allow your steam generators to maintain functionality when you accidentally overdraw the power supply. Mod is worthless without them. Ratzap posted:Worthless is a little strong but I'd definitely agree that keeping burner inserters would be advantageous. seronis posted:The mod is good otherwise. But anything that breaks the game isnt usable so I dont think it was too strong at all. Removing burner inserters is just about on par with removing belts or pipes. Hyperventilating style over reaction on the internet, who'd have guessed.
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# ? Apr 6, 2016 11:05 |
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Ratzap posted:This might amuse (though not surprise), posts about a WIP mod someone put up. Can I get a little more context on this?
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# ? Apr 6, 2016 11:58 |
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superoxen posted:Can somebody help me figure something out with combinators and circuit networks? Sorry if this has been covered already, I didn't want to go through the whole thread. set a smart inserter to pull from a low-tier assembler only when the system has less than the required number of high-tier items. there'll be some excess depending on ratios, but as soon as the 500th thing is in the logistic network, each link in the chain stops. edit: i use a constant for a similar thing for my modules. set a signal (A=50) and the smart will pull if (thing)<A. hook each smart to the signal, but change the thing on each and I can walk away and come back when I need a fresh batch of modules. a second B=100 signal on the same wire I use for the modules I use a lot off. Zetsubou-san fucked around with this message at 13:32 on Apr 6, 2016 |
# ? Apr 6, 2016 13:22 |
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have a blinking lights setup - here it turns on when petro is below a certain point the left group of three is a simple loop counter of period=60. the single decider next to the oil tank is what provides the signal to the counter, and the two deciders are set to output [GREEN=1] or [RED=1] if their condition (count<30 or count>29) is met. half the light are tied to GREEN, the other half to RED. at the moment the blinking stops when petro goes above the threshold, but they don't go out. the next step is to fix that - i think a arth hooked between the final deciders and the lights should do.
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# ? Apr 6, 2016 13:52 |
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Run the counter constantly with a constant hot signal instead of the decider output. Sum the tank decider and the timer decider as an AND gate and set the lights to signal=2.
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# ? Apr 6, 2016 14:11 |
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the new arth is set to [EACH]*(tank decider), output [EACH]
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# ? Apr 6, 2016 14:20 |
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My friend and I just started playing this coop. What's the best way to make a good coop map with challenging logistics and biters? The random generator wasn't really giving anything logical. We either had nothing to start with or everything we would ever need. I want trains, dammit!
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# ? Apr 6, 2016 14:36 |
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If you want to have to use trains, get the mod called RSO: https://forums.factorio.com/viewtopic.php?f=79&t=13783
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# ? Apr 6, 2016 15:04 |
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Zetsubou-san posted:
Wires could be cleaned up but for a practice implementation. Could probably be done with a single color if you're careful about when you take some of the combinator stuff to a wider network? Simple timer circuit contained in a constant and decider. A decider reads the timer output and outputs timer state as 0 or 1 blue. * arithmetic scales the timer state to 2*blue give 3 unique system states later. Made a fake gas storage out of a constant. Decider looks at level and outputs 1 blue for a low level. Sum the blue signals in the power line/in the lights. States when low gas: 1 blue turns half the lights on. 3 blue turns the other half on. State when high gas: 2 blue does nothing to the lights. e. Bonus cleaned up, wide area solution. (blueprints are slightly cleaned up further compared to this screenshot, the central power pole is used in a more idiot proof way for mass pasting) A home base timer circuit (blueprint) pipes out 0 or 2 across the wide plant red network. Satellite alarm stations (bluerint can be placed wherever. The level to monitor is piped into the decider, where the breakpoint is set. The wide plant red is piped into the center power pole. The rest is magic, also circuits. The adder combinator is actually just a crosstalk prevention gate. There may be a better way to do that, but still a decider and an arithmetic combinator is pretty low overhead to stamp around willy nilly. zedprime fucked around with this message at 16:35 on Apr 6, 2016 |
# ? Apr 6, 2016 15:05 |
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how does a timer made from a constant and a decider work?
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# ? Apr 6, 2016 17:02 |
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Stole it from the Friday Facts someone dug up a couple pages ago. You set two constants in the constant, lets say A=1 and B=cycles per period. You feed the constant into the decider input, the decider output into the decider input, and set the decider A<B=A. It then functions as a for A<B loop, incrementing every game tick until A=B at which point it short circuits back to A=1.
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# ? Apr 6, 2016 17:07 |
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Solumin posted:If you want to have to use trains, get the mod called RSO: https://forums.factorio.com/viewtopic.php?f=79&t=13783 Thanks! This is perfect.
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# ? Apr 6, 2016 17:28 |
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my timer was prone to breaking when the decider input changed state () so I went for a simpler method: the arth is [decider+chest=green] and the lights alternate [green=1] and [green=2] edit: zedprime: just tried that timer, was easy to understand once I saw it work. Zetsubou-san fucked around with this message at 17:53 on Apr 6, 2016 |
# ? Apr 6, 2016 17:35 |
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zedprime posted:Stole it from the Friday Facts someone dug up a couple pages ago. You set two constants in the constant, lets say A=1 and B=cycles per period. You feed the constant into the decider input, the decider output into the decider input, and set the decider A<B=A. It then functions as a for A<B loop, incrementing every game tick until A=B at which point it short circuits back to A=1. That's the article I posted. I used it for examples to play with and while they show some 'stuff' they don't bother explaining any of it which made it a case of drop the parts on the floor and poke it till it works then figure out why. I still keep getting the inputs and outputs mixed up when I make things. The bar on the outputs is only well visible when it's horizontal. Gibbo posted:Can I get a little more context on this? I wish I could provide it but that is literally the whole thing. The author posted an announcement and this guy turned up to slam it for removing the vital burner inserter. Thread is here
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# ? Apr 6, 2016 20:53 |
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I use the "input side has the two big lugs" method
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# ? Apr 6, 2016 21:07 |
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Thanks for the logic help, I'll work on it tonight and see how it goes.
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# ? Apr 7, 2016 01:08 |
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Ok, maybe I'm just but how do I a) Find the current (steam ver) RSO mod thing, B) install mods, I tried dropping it in the factorio folder and in /mods, but neither works. I just want to do RSO and tanker rail cars. Pound_Coin fucked around with this message at 05:37 on Apr 7, 2016 |
# ? Apr 7, 2016 05:33 |
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Pound_Coin posted:Ok, maybe I'm just but how do I a) Find the current (steam ver) RSO mod thing, B) install mods, I tried dropping it in the factorio folder and in /mods, but neither works. The version I linked above should be current. It's worth enabling the "experimental" beta in Steam (right click -> properties -> Betas, I believe) in order to always have the most recent version of Factorio. Mods go in %AppData%/Factorio/mods, assuming you're on Windows. (The non steam version used to make this more obvious by linking the mod folder inside the Factorio install folder, but I guess they had to stop doing that in Steam.)
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# ? Apr 7, 2016 05:51 |
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Also don't unzip mods.
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# ? Apr 7, 2016 06:00 |
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I unzipped the mods
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# ? Apr 7, 2016 07:26 |
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Unzipping the mods is ok as long as you don't have the zip archive in the same folder, I think? Factorio gave me a duplicate mod error with RSO, which cleared itself up when I deleted the .zip.
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# ? Apr 7, 2016 07:37 |
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The Bobs mods author replied to a guy yesterday who (like many others) criticized the god modules. In the version for 0.13 he's turning them off by default and making the remaining mods honour the 'productivity only with intermediates' thing. This is a good thing and he's hinted at other changes to come. 0.13 is really shaping up, roll on June.
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# ? Apr 7, 2016 07:41 |
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Unzipping mods means you can tweak them more easily. And probably makes the game boot up faster. Nothing wrong with that.
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# ? Apr 7, 2016 07:42 |
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What other features do the developers want to add/flesh out for Factorio before it becomes version 1.0? I know they want to change how combat works. Additionally, I wanted to make sure I have correct module usage down: Productivity if you have an abundance of input, Speed if you have an abundance of output (and room for output,) Efficiency if you want to reduce pollution and energy usage. Is that correct?
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# ? Apr 7, 2016 07:52 |
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Their blog hints at stuff to come now and then. I'm looking forward to artillery turrets and the Spider Vehicle myself though if they're still doing the Space level stuff that'd be fun too. They've also said 1.0 likely come after 0.14, so we're actually pretty close to a real release.
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# ? Apr 7, 2016 08:13 |
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Node posted:What other features do the developers want to add/flesh out for Factorio before it becomes version 1.0? I know they want to change how combat works. Productivity gives you free stuff but only on intermediate items like iron plates. Speed in the beacons, prod in the furnaces. They added surfaces so they can make a space section of the game for after you get the rockets going but how and what is still something they're working on. A lot of their future plans were on hold pending the steam release so they could see how much cash they'd have to play with. Since they had a bloody good launch, they will probably go away and make their plans a bit more elaborate (hope and speculation there). Moddington posted:Unzipping mods means you can tweak them more easily. And probably makes the game boot up faster. Nothing wrong with that. One of the devs posted that they designed it to work with zips and that zips would be quicker. Or am I remembering incorrectly?
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# ? Apr 7, 2016 08:14 |
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Ratzap posted:One of the devs posted that they designed it to work with zips and that zips would be quicker. Or am I remembering incorrectly? Zip files are likely to be faster since they can just read the entire thing all at once instead of individually reading a billion tiny files. Decompressing stuff is fast compared with rummaging around the hard disk trying to find it in the first place, and even if it wasn't you could just make a zip file without any actual compression.
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# ? Apr 7, 2016 08:42 |
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Ratzap posted:The Bobs mods author replied to a guy yesterday who (like many others) criticized the god modules. In the version for 0.13 he's turning them off by default and making the remaining mods honour the 'productivity only with intermediates' thing. This is a good thing and he's hinted at other changes to come. the config module for bobs mod: (unzip the mod to the mod folder and edit the config.lua file in notepad, i've mostly edited out the code lines) quote:-- If set to true, the idle power drain will be removed from all Inserters. and what do people expect when something is called a "god module"? i prefer to unzip the mods I've made tweaks to, makes it stand out from the bunch of zip files.
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# ? Apr 7, 2016 09:00 |
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Node posted:What other features do the developers want to add/flesh out for Factorio before it becomes version 1.0? I know they want to change how combat works. There's a roadmap but it only covers up through 0.13. I'm not sure there's an official features list for 1.0. Productivity modules are for when you want to squeeze as much output as possible from limited input, at the cost of speed. They increase the number of items produced per input but the speed penalty means throughput isn't affected as strongly. They only work for products in the "intermediate" tab, such as purple science and oil refining. To use your terms, use productivity modules when you don't have an abundance of input. Use speed modules when you have an abundance of input and room for more output. And then like you said, use efficiency modules to reduce pollution and electricity usage.
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# ? Apr 7, 2016 12:31 |
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If you think about in terms of your space requirement, speed modules reduce the amount of space you need for multiple assemblers making the same thing, efficiency modules reduce the amount of space you need for solar power, and productivity modules reduce the amount of expansion you need to do finding more resources. Typically productivity modules are best used on things that are built quickly and use a lot of resources - one productivity module 3 in an electric furnace smelting iron gives you ~ 1 "free" iron every 20 seconds, while the same module in an iron gear assembler gives you two "free" iron (in the form of an iron gear) every 4.7 seconds. Annoyingly, once you start putting productivity modules into things they mess up all your perfectly calculated ratios and you have to re-do everything.
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# ? Apr 7, 2016 12:50 |
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To be honest, the only modules I use in any great number are efficiency modules. I slap those into all my electric furnaces. Occasionally I'll use a productivity module in my purple science factory, and of course you need speed modules in your pump jacks once they've run dry.
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# ? Apr 7, 2016 13:10 |
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Don't forget that modules in Assembler 2s (or god forbid 1s) are cute but upgrading your assembler infrastructure to 3 universally is probably a more immediately useful step except in some edge cases. Because I forgot that for a while and it is kind of embarrassing.
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# ? Apr 7, 2016 13:29 |
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# ? May 11, 2024 13:17 |
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i usually put productivity modules in purple science, the circuits, or oil-to-gas cracking strangely, in my current RSO/SCE/bobs game where the lab complex is a 11 or 22 mouth hungry beast that yearns for more EVERYTHING - not one prod module used. recently: hooked up cracking and solid production up so one is prioritized over the other depending on petro reserves. (a constant, two deciders, and two sets of two mults) currently: getting a medium power pole chain set up, because bobs tier 4 pole works as a replacement for a standard substation, so I can stamp out a good mining blueprint and still be able to walk perpendicular to the belts to ease dumping modules in every miner. to-do - get bobs alien science set up, get tungsten processing set up, get gem mining/processing set set up, same for silver, go nuke bases to feed the alien science beast (will use prodmods here for sure). might even explore tanks and rocketry...
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# ? Apr 7, 2016 13:30 |