Search found 24 matches

by KeithFromCanada
Sat Nov 23, 2024 5:34 pm
Forum: News
Topic: Friday Facts #438 - Space Age wrap up
Replies: 107
Views: 26145

Re: Friday Facts #438 - Space Age wrap up

How difficult would it be to spin off the procedural music generator as its own app which uses an existing game/soundtrack install to provide users with a constantly shifting soundtrack for their day without needing to leave Factorio running? Bonus points if there was also a (purchased) mobile app ...
by KeithFromCanada
Sat Nov 23, 2024 5:31 pm
Forum: Not a bug
Topic: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts
Replies: 8
Views: 1305

Re: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts




Hello, this is a generic problem in more than this place.
We have an internal proposal to make it configurable almost everywhere from/to which wire you read/write. So you could output to red and read from green for example.

But this is not a trivial change, and because of all the other work ...
by KeithFromCanada
Thu Nov 14, 2024 7:44 pm
Forum: Not a bug
Topic: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts
Replies: 8
Views: 1305

Re: [Kovarex] [2.0.10] "Read stopped train" signal gets used by "Send to train" in circuit condition interrupts


Hello, this is a generic problem in more than this place.
We have an internal proposal to make it configurable almost everywhere from/to which wire you read/write. So you could output to red and read from green for example.

But this is not a trivial change, and because of all the other work we ...
by KeithFromCanada
Fri Oct 25, 2024 8:01 pm
Forum: Ideas and Suggestions
Topic: Output R/G settings for buildings
Replies: 15
Views: 1400

Re: Read ingredients & read inventory from assembler to different wires

It is a bad oversight for a fantastic game. Here is a simple bot mall blueprint. The DC wouldn't be needed if each option in the assembler had red AND green checkboxes beside it. This would also make wiring it up a lot simpler.

10-25-2024, 13-01-08.png

0eNrFVcFuozAQ ...
by KeithFromCanada
Fri Oct 11, 2024 9:18 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 47067

Re: Friday Facts #432 - Aquilo

An interesting idea for a planet that brings juicy new mechanisms.

That being said, the #1 thing I would add is in-floor heating tiles. (i.e. 1.5x concrete + 1x heating pipe?) For the cost of 50% more concrete, you wouldn't have to try to route heating pipes around structures but could build over ...
by KeithFromCanada
Fri Oct 11, 2024 9:12 pm
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 47067

Re: Friday Facts #432 - Aquilo

gGeorg wrote: Fri Oct 11, 2024 11:11 am A cool mechanic which gets inspired by The Frostpunk game,
However, why an electric smelter (or any smelter) would need an external heat source is beyond my understanding of smelting. :?: :idea: :?:
I agree. To get it running, sure, but, after that, it should be a source of heat.
by KeithFromCanada
Sat Oct 05, 2024 10:53 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 40652

Re: Friday Facts #431 - Gleba & Captivity

Honestly, I wouldn't allow players to build the Biolab anywhere they want. Instead, make it an upgrade to a captured spawner and require it to still need to receive regular doses of Bioflux to keep it from devolving/going rogue. That would require players to set up a transport network to each one ...
by KeithFromCanada
Tue Sep 17, 2024 5:38 pm
Forum: General discussion
Topic: The *REAL* Lore
Replies: 0
Views: 883

The *REAL* Lore

I'm afraid that y'all have completely misunderstood what the biters actually are. They aren't a native species, but, instead, a Terran terraforming tool designed to process all atmospheric gases that aren't conducive to human health. (As MICRO organisms are all too readily mutated into something ...
by KeithFromCanada
Fri Sep 13, 2024 7:00 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 21439

Re: Friday Facts #428 - Reactor & Logistics circuit control


Since we have a lot of logistic changes, are there any chances of seeing logistic gun turrets?
The main reason why gun turrets fall of in late/post game to me is that supplying them becomes an unjustifiable hassle. Flame throwers just requires pipes and are well worth it. Laser turrets just ...
by KeithFromCanada
Fri Sep 13, 2024 6:46 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 21439

Re: Friday Facts #428 - Reactor & Logistics circuit control

I forgot: Will there be permanent signals for generated and stored power on all power networks? That would be fantastic, as, whenever there are brownouts, different parts of your base could automatically shut themselves down in a priority sequence to keep the most important parts running at all ...
by KeithFromCanada
Fri Sep 13, 2024 6:45 pm
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 118
Views: 21439

Re: Friday Facts #428 - Reactor & Logistics circuit control

That is an amazing update! I can't wait until the 21st!

Image
by KeithFromCanada
Fri Sep 06, 2024 8:47 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 47235

Re: Friday Facts #427 - Combat Balancing & Space Age LAN


The biggest thing I feel is that a more automated combat system, before robots, spidertrons, or artillery is available. The pollution constraining your growth is very good but the combat really should be significantly more hands off.


Also, turrets shouldn't get double bonuses from upgrades ...
by KeithFromCanada
Fri Sep 06, 2024 8:10 pm
Forum: News
Topic: Friday Facts #427 - Combat Balancing & Space Age LAN
Replies: 253
Views: 47235

Re: Friday Facts #427 - Combat Balancing & Space Age LAN

I hope y'all really enjoy yourselves this weekend!

Some thoughts:


One easy way to make biter nests harder to crack would be to give them primitive static defences around the periphery of the nest. (Thickness increases with size of nest):
Earthen berms - Can be (slowly) climbed/flown over, but ...
by KeithFromCanada
Sat May 11, 2024 6:25 pm
Forum: News
Topic: Friday Facts #410 - Rocket turret & Target priorities
Replies: 112
Views: 28670

Re: Friday Facts #410 - Rocket turret & Target priorities

Nice! One thing that occurred to me was that, because this is so powerful, a firing limitation should be in place. For example, once a pod has fired off its three readied missiles, it should retract into the turret to reload. (If you don't want to add in the extra animation, you could wait until ...
by KeithFromCanada
Sun Apr 21, 2024 2:06 am
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 60
Views: 15342

Re: Friday Facts #407 - Automating a soundtrack

Ever since I typed in a random blues riff(?) music generator BASIC program on an Atari 400, the thought of parametric music has enchanted me. Thank you for making it work for Factorio.
by KeithFromCanada
Sun Apr 21, 2024 2:04 am
Forum: News
Topic: Friday Facts #407 - Automating a soundtrack
Replies: 60
Views: 15342

Re: Friday Facts #407 - Automating a soundtrack

I'm sure a *LOT* of us would appreciate it if y'all made a small app that sat in the taskbar and just played a constant stream of generated music from a valid Factorio install.

I WANT MY LIFE TO HAVE THE FACTORIO SOUNDTRACK!
by KeithFromCanada
Sat Apr 06, 2024 6:28 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 32837

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

It's great to see things progressing so well, especially when you show us the various iterations you used to get to the final product. Some thoughts:
The best blueprints include a constant combinator at the input showing what needs to go in each lane and how much per second--multiplied by a ...
by KeithFromCanada
Sun Mar 31, 2024 5:57 am
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 115
Views: 29244

Re: Friday Facts #404 - Frustration not found

Great adds! Some thoughts:


Please add the functionality of the ' Filter Helper ' and ' Filter Assistant ' mods, as well as the ability to copy item filters between storage. They make dealing with storage **SO** much less frustrating.
When editing blueprints, **PLEASE** allow for full control, as ...
by KeithFromCanada
Sat Dec 30, 2023 12:40 am
Forum: News
Topic: Friday Facts #391 - 2023 recap
Replies: 60
Views: 17578

Re: Friday Facts #391 - 2023 recap



Please add mod grouping to the mod explorer. For example, when I want to play Space Exploration, I have to browse through the huge list of mods which I have installed and one by one select the ones I use for my SE map. It would be nice and easy to have a SE group, to which I would put all the SE ...

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