Search found 37 matches

by Eketek
Thu May 28, 2020 9:15 pm
Forum: Angels Mods
Topic: 1-to-N sorting of ores: Is there any hope?
Replies: 12
Views: 665

Re: 1-to-N sorting of ores: Is there any hope?

The most fun way I can think of to balance it would be to significantly raise the efficiency of 1-N sorting and provide a set of alternate ore generators which consume manufactured products/intermediates instead of raw resources - preferably products which are predominately made of one metal but als...
by Eketek
Mon May 18, 2020 5:28 pm
Forum: Show your Creations
Topic: Train Death Prompted circuit solution :) (Level Crossing Warning Lights)
Replies: 23
Views: 1103

Re: Train Death Prompted circuit solution :) (Level Crossing Warning Lights)

Trains are really just thinly disguised biters. If you really want train-safety, wall off all of your tracks, set up gated crossing points, and wire up all of your train stops to disable the moment you enter a crossing point anywhere in your system.
by Eketek
Fri May 15, 2020 9:04 pm
Forum: Ideas and Requests For Mods
Topic: Mod idea: Caketorio. Like Factorio but recipes are food recipes.
Replies: 7
Views: 392

Re: Mod idea: Caketorio. Like Factorio but recipes are food recipes.

You got my vote but only if you can bake cupcakes. You probably don't want to belt those. 1 Dough and 1 frosting makes a dozen cupcakes. The Industry-Standard Solution is to [individually] place each cupcake into a wrapper, then load wrapped cupcakes onto trays, then load the trays into racks, then...
by Eketek
Mon May 11, 2020 9:06 pm
Forum: Ideas and Requests For Mods
Topic: Mod Idea: Train propulsion by linear induction motor
Replies: 2
Views: 120

Re: Mod Idea: Train propulsion by linear induction motor

I thought a bit more about how it can work. I think it would work reasonably well to use rail stops and train signals as anchor points for launch track. The next rail signal could be used to determine whether the train should accelerate or decelerate (green/yellow/blue -> accelerate, red -> attempt ...
by Eketek
Mon May 11, 2020 7:35 am
Forum: Ideas and Requests For Mods
Topic: Mod Idea: Train propulsion by linear induction motor
Replies: 2
Views: 120

Mod Idea: Train propulsion by linear induction motor

The general idea is to add a new type of locomotive that use rapidly accelerates or decelerates on launch tracks and passively coasts along on regular track. This would allow trains to get in and out of stations & busy junctions much more quickly, make railroads substantially more complex & hazardou...
by Eketek
Fri May 08, 2020 4:19 am
Forum: Ideas and Suggestions
Topic: Optimization idea: abstraction
Replies: 101
Views: 3348

Re: Optimization idea: abstraction

Seems to me that the there are a few potential optimizations closely related to the topic which might be a bit more realistic for common cases: There may be performance to gain simply by identifying factory modules which are isolated from the rest of the factory and processing them separately from t...
by Eketek
Tue May 05, 2020 4:19 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 6736

Re: Request: Max number of trains for stations

It seems to me that the train-with-no-destination problem can be resolved by allowing trains to go to a depot when there are no valid/reachable stops on its schedule. Or even better: Conditional train stops, with 'next mandatory stop is disabled/unavailable' as one of the conditions which would caus...
by Eketek
Fri May 03, 2019 7:12 pm
Forum: News
Topic: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan
Replies: 124
Views: 18972

Re: Friday Facts #293 - New remnants 2 & 1.0 Marketing plan

I am not opposed to breaking mods -- but I do think that it would be nice if mod-breakage could be tracked (at least on the level of mod + required dependencies), such that mods that break (either raising an exception during load or referencing a renamed vanilla entity) in a pending update (not yet ...
by Eketek
Wed May 01, 2019 6:44 am
Forum: Gameplay Help
Topic: What consumes UPS?
Replies: 18
Views: 1299

Re: What consumes UPS?

What is UPS unfriendly with large warehouses is that every time an inserter wants to ... insert something in a container, it has to cycle through all the slots to see it there is room in that slot for the given item. The source with a lot of details here : https://forums.factorio.com/viewtopic.php?...
by Eketek
Tue Apr 30, 2019 1:19 am
Forum: Ideas and Requests For Mods
Topic: Thinking about improving my Routing / Logistics mod
Replies: 4
Views: 386

Re: Thinking about improving my Routing / Logistics mod

Short-distance item teleportation is intended to make the routing system accessible (I would really prefer it be comparable in difficulty to a bot-based logistics setup) and cut down on the logistic hub footprint a bit. Not having the teleportation is what drove a lot of the difficulty in the previo...
by Eketek
Tue Apr 30, 2019 12:10 am
Forum: Ideas and Requests For Mods
Topic: Thinking about improving my Routing / Logistics mod
Replies: 4
Views: 386

Re: Thinking about improving my Routing / Logistics mod

Over the past couple days, I went from thinking about it to starting development (because I want the new mod more than I want the ideas to merely be floated). The mod (both the previous one and the planned one) is pretty abstract (and a lot of it is in the 'coherent only in my head' phase), so I'll ...
by Eketek
Wed Apr 24, 2019 11:13 pm
Forum: Ideas and Requests For Mods
Topic: Thinking about improving my Routing / Logistics mod
Replies: 4
Views: 386

Thinking about improving my Routing / Logistics mod

Some time ago, I put together a mod that can be used to route items across a complex network of belts & inserters (general logistics for bot haters). It works off of circuit-network signals (inputs are signals repeesenting network topology, supplied items, requested items, and processing triggers, a...
by Eketek
Sat Apr 20, 2019 5:17 pm
Forum: General discussion
Topic: Finding myself not playing because of dreary atmosphere
Replies: 8
Views: 981

Re: Finding myself not playing because of dreary atmosphere

I also noticed this, though I tend to be a bit more bothered by graphical inconsistency between things from the base game and things added by mods. I think that it would be nice to have a mod which completely replaces the base game graphics with something simple/minimalist which emphasizes colors an...
by Eketek
Mon Apr 15, 2019 8:22 am
Forum: General discussion
Topic: [Academic problem] 8 way intersection without roundabout?
Replies: 13
Views: 1485

Re: [Academic problem] 8 way intersection without roundabout?

Simplest thing I can think of is to invert all of the "diagonal" lanes (flip half of the roads between left and right hand drive), join the inverted lanes with the then-aligned lanes on either side (either merge or run them along-side), and feed it into your choice of 4-way intersection (might want ...
by Eketek
Sat Apr 06, 2019 5:03 am
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 20205

Re: Friday Facts #289 - Character GUI

I think that character logistic requests could be improved a lot by adding a mechanism to make one-time requests (non-persistant) for a specific amounts of items - such requests would be independent of the current inventory and would not persist after fulfillment (possibly even make it work like pul...
by Eketek
Mon Apr 01, 2019 10:19 am
Forum: Combinator Creations
Topic: An Asynchronous Multiplexing system (CSMA/CD on a Factorio Wire!)
Replies: 2
Views: 1372

An Asynchronous Multiplexing system (CSMA/CD on a Factorio Wire!)

I have designed a transmitter which is able to share a single circuit network with an arbitrary number of other transmitters of the same design. The transmitter is clockless (doesn't use time slots, opting instead to attempt immediate transmission and use collision detection and resolution). It send...
by Eketek
Tue Mar 26, 2019 4:10 am
Forum: Resolved Problems and Bugs
Topic: [0.17.18] Inventory not visible in crafting window (E)
Replies: 19
Views: 1106

Re: [0.17.18] Inventory not visible in crafting window (E)

I found a partial workaround for this (and presumably a specific place to start troubleshooting from): I was able to get my inventory to mostly show (7.5 rows of it and scrollable) by putting the Custom UI scale slider at 75% (Interface Settings).
by Eketek
Fri Mar 15, 2019 10:07 am
Forum: Ideas and Suggestions
Topic: Ability to limit the number of simultaneous inbound trains to a train stop
Replies: 2
Views: 298

Ability to limit the number of simultaneous inbound trains to a train stop

TL;DR Add an optional parameter to train stops to limit the number of simultaneous inbound trains. What ? The train stop GUI should provide an optional field for specifying the maximum number of *inbound trains. When the limit is reached, any other trains that would otherwise be routed to that stop...
by Eketek
Sat May 12, 2018 3:14 am
Forum: General discussion
Topic: Reward for killing biters
Replies: 37
Views: 6509

Re: Reward for killing biters

Biters should drop raw materials, plates, intermediate products, filled barrels, and various factory components. Bigger biters or biters which are in close proximity to large amounts of other biters should drop better items and in greater quantities Don't ask where they get the loot. Oh, and by "dro...
by Eketek
Thu Mar 15, 2018 2:51 pm
Forum: General discussion
Topic: So... Let's talk about bots, and how to fix them properly...
Replies: 160
Views: 22804

Re: So... Let's talk about bots, and how to fix them properly...

Belts and bots are both extremes on the same spectrum, flexibility. Belts are 100% static and player driven, while bots are 100% dynamic and automatically managed by the game. The main points are: The path of each item on a belt is fixed and predetermined by the player, through the placement of spl...

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