Search found 17 matches

by Mad Inventor
Sun Aug 24, 2025 9:29 pm
Forum: Gameplay Help
Topic: Correct me or correct FFF#428
Replies: 14
Views: 1247

Re: Correct me or correct FFF#428

Thanks all for the replies, explanations and ideas.

Regarding using heat pipes as storage, I was reluctant to do that because heat pipes (unlike the fluid system) still have limited throughput. But probably just having 2-3 parallel pipes instead of one would be enough to handle that without ...
by Mad Inventor
Fri Aug 22, 2025 10:07 pm
Forum: Gameplay Help
Topic: Correct me or correct FFF#428
Replies: 14
Views: 1247

Re: Correct me or correct FFF#428

Tertius, you've lost me here. I've used exactly the same lossless nuclear power and steam buffer setups before and after 2.0, and fluid flow or pumps aren't relevant to it.
Heat exchangers adjust their water usage and steam production to the heat they receive from reactors. Steam turbines only ...
by Mad Inventor
Fri Aug 22, 2025 8:32 pm
Forum: Gameplay Help
Topic: Correct me or correct FFF#428
Replies: 14
Views: 1247

Re: Correct me or correct FFF#428

Tertius, this was the part of the FFF that I was referring to - "The previous solution of people reading the amount of Steam in storage tanks felt like it needed a bit more brainpower and engineering, but it's hard to justify missing capabilities with this reasoning."
I could have misinterpreted it ...
by Mad Inventor
Fri Aug 22, 2025 5:54 pm
Forum: Gameplay Help
Topic: Correct me or correct FFF#428
Replies: 14
Views: 1247

Correct me or correct FFF#428

This has been bothering me since before version 2.0 even came out.
In https://factorio.com/blog/post/fff-428 a developer stated that the new feature allowing the circuit network to read the temperature of a nuclear reactor, made it unnecessary to store excess heat from nuclear reactors in steam ...
by Mad Inventor
Mon Mar 31, 2025 10:03 am
Forum: Ideas and Suggestions
Topic: A way to plant trees anywhere on Nauvis
Replies: 7
Views: 3065

Re: A way to plant trees anywhere on Nauvis

I wanted to suggest something like this too - I would be happy for an artificial soil type for Nauvis trees.
by Mad Inventor
Mon Mar 31, 2025 9:59 am
Forum: Gameplay Help
Topic: Circuits - how do I total the signals of the same type and different quality?
Replies: 1
Views: 440

Circuits - how do I total the signals of the same type and different quality?

My use case:
I have an upcycling setup that moves all the ingredients of one product on a sushi belt. These are mixed quality since they are output from producing and recycling the final product with quality modules.
I have dedicated belts that bring in new ingredients, each of those belts carries ...
by Mad Inventor
Sat Nov 09, 2024 3:52 pm
Forum: Gameplay Help
Topic: Simple way to cap a circuit signal at a maximum value?
Replies: 5
Views: 3268

Simple way to cap a circuit signal at a maximum value?

There's probably a very simple answer, but it's driving me crazy. How do I set a signal value to a maximum if it is above the maximum, but otherwise leave it alone?
If I use a decider combinator with "less than or equal" it will output the value if it is equal to or below the maximum, but if the ...
by Mad Inventor
Fri Aug 23, 2024 7:36 pm
Forum: General discussion
Topic: Possible unlimited resources exploit in Space Age ?
Replies: 8
Views: 9061

Re: Possible unlimited resources exploit in Space Age ?

- Edited the post and topic to mention the expansion instead of the 2.0 version.
- I'm not sure this system would be impossible even if 300% productivity is a maximum, because productivity bonuses are compounded when you apply them to each intermediate product as well as a "final" product. This ...
by Mad Inventor
Thu Aug 22, 2024 6:22 pm
Forum: General discussion
Topic: Possible unlimited resources exploit in Space Age ?
Replies: 8
Views: 9061

Possible unlimited resources exploit in Space Age ?

Having seen the previews for recyclers and quality bonuses, I'm wondering if it would be possible to break the game with a combination of productivity modules and recyclers.
The quality preview said that the Space Age quality bonuses could apply to productivity modules, which would mean even more ...
by Mad Inventor
Mon Jul 17, 2023 7:52 am
Forum: Gameplay Help
Topic: How do you deal with deconstruction leftovers?
Replies: 7
Views: 4199

Re: How do you deal with deconstruction leftovers?

Thanks for your responses, this makes a lot of sense.
What I understand from coppercoil and Tertius is that storage and buffer chests are kind of used in the reverse of their names - storage chests as a temporary collection point while buffer chests are the long-term storage. Promptly emptying ...
by Mad Inventor
Sun Jul 16, 2023 10:30 am
Forum: Gameplay Help
Topic: How do you deal with deconstruction leftovers?
Replies: 7
Views: 4199

How do you deal with deconstruction leftovers?

When I deconstruct a part of a base wholesale with construction robots, the robots have to move not only the "buildables" but also any items that are on belts, in chests or inside machines. This can add up very quickly to thousands of items for the robots to move and for me to decide what to do with ...
by Mad Inventor
Wed Mar 16, 2016 1:20 pm
Forum: Show your Creations
Topic: Automated bot refiller for outposts
Replies: 4
Views: 3980

Re: Automated bot refiller for outposts

Very nice!
Can you explain how you made it work? I can guess some ways, but I can't figure it out from the picture without seeing the settings, or even the wires very clearly.
You have a combinator timer to start and stop the counting, and this is how the bots are counted -
You take ALL the bots out ...
by Mad Inventor
Mon Mar 14, 2016 12:28 pm
Forum: General discussion
Topic: Loader Poll - Trying to get an idea of what the opinions are
Replies: 160
Views: 74063

Re: Loader Poll - Trying to get an idea of what the opinions are

I like the idea of a loader with small internal buffer. It should only interact with belts, and you will still need an inserter to move items. Basically, it should be a part of the belt system that applies inserter stack bonus to belts.

I think this is the most reasonable suggestion so far. It's ...
by Mad Inventor
Sun Mar 13, 2016 2:36 am
Forum: Ideas and Suggestions
Topic: In-Game Note/Picture Taking
Replies: 2
Views: 2402

In-Game Note/Picture Taking

In-Game Note and Picture Taking

Summary – Add GUI features that allow players to type text notes and possibly save pictures of the game screen, to use as reminders, build notes etc.
Maybe even allow export/import of these text and picture notes between games.

Advantages -
Convenient way for ...
by Mad Inventor
Sun Mar 13, 2016 2:24 am
Forum: Ideas and Suggestions
Topic: Mining Robots
Replies: 14
Views: 8747

Mining Robots

Mining Robots

Summary –
Add a type of flying robots that mine resource patches and return the resources to storage.
Add a “mining planner” item that the player uses to designate resources for mining by the robots in the same way as the deconstruction planner.
The mining planner can have a filter ...
by Mad Inventor
Sun Mar 13, 2016 2:04 am
Forum: Ideas and Suggestions
Topic: Fast/Express Belts require Electricity
Replies: 1
Views: 1375

Fast/Express Belts require Electricity

Fast/Express Transport Belts Require Electricity

Summary – Basic belts and splitters remain the same, while fast and express belts/splitters require a small amount of electric power.

Advantages -
Players will have more interesting/meaningful choice between the basic belts and the more advanced ...
by Mad Inventor
Sun Mar 13, 2016 1:47 am
Forum: Ideas and Suggestions
Topic: Storage Buildings to Replace Chests
Replies: 2
Views: 2172

Storage Buildings to Replace Chests

Storage Buildings

Summary – Replace the wood/iron/steel chests with different sizes/shapes of buildings that "pool" resources in the same way as cargo wagons.

Advantages –
The new buildings will allow more use of the resource sorting/routing techniques that players have until now used stationary ...

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