Search found 26 matches

by LukeM
Fri Jul 06, 2018 7:24 pm
Forum: Outdated/Not implemented
Topic: Make buffer chests able to request from other buffer chests
Replies: 7
Views: 2952

Re: Make buffer chests able to request from other buffer chests

How exactly would this work? What decides if one buffer chest can request from another? If all chests could request from all other chests you would just end up with an infinite loop of resources being sent back and forth.
by LukeM
Wed Jun 06, 2018 11:55 am
Forum: Ideas and Suggestions
Topic: Quick Underground Belt Visual Aid
Replies: 4
Views: 2195

Re: Quick Underground Belt Visual Aid

IMO we just need a slightly different graphic where the first half of the belt is obviously uncovered, then we get the best of both worlds, it would no longer look ugly (no more ugly that running a belt into the side of a normal belt), and will be intuitive as the belt will look like only half can b...
by LukeM
Wed Jun 06, 2018 11:49 am
Forum: Ideas and Suggestions
Topic: Keep Showing Locomotive Path when open Locomotive pane
Replies: 1
Views: 1055

Re: Keep Showing Locomotive Path when open Locomotive pane

+1
A way to see the train's whole journey instead of just one screen of it would be incredibly useful!
by LukeM
Mon May 28, 2018 2:34 pm
Forum: Ideas and Suggestions
Topic: Seperate train plans from trains
Replies: 11
Views: 3903

Re: Seperate train plans from trains

+1 I've said many times to my friends that this would be a really useful feature You can already sort of do this with the copy paste tool, but that doesn't allow you to update all your trains at once, and requires you to find all the trains you want to update when you make a change, which is a bit a...
by LukeM
Mon May 28, 2018 2:28 pm
Forum: Ideas and Suggestions
Topic: Recipe Tree
Replies: 10
Views: 3061

Re: Recipe Tree

I'm pretty sure trying to squeeze the production dependency tree into research screen would create a mess where one would be unable to use the screen for either task. Personally I'm all for support of production tree visualization, but in a separate screen, possibly accessed via inventory/produce w...
by LukeM
Sun May 27, 2018 1:48 pm
Forum: Ideas and Suggestions
Topic: Remove ability to take/drop from/to splitters
Replies: 20
Views: 5865

Re: Remove ability to take/drop from/to splitters

The top priority should be to make the game fun to play, and as Factorio is basically a puzzle game that means having mechanics that lead to interesting puzzles. For belts, using underground belts to seperate sides of the belt is one of these mechanics, and I think removing this would make these puz...
by LukeM
Sun May 20, 2018 8:52 am
Forum: Ideas and Suggestions
Topic: Iron Chests, An Idea for Conversion and Re-Use
Replies: 50
Views: 17424

Re: Iron Chests, An Idea for Conversion and Re-Use

Stack inserters are literally more expensive than steel chests. The argument for saving resources on "cheap iron chests" is completely invalid when stack inserters are in play. Sure they do cost more, but using steel chests instead of iron still isnt insignificant, it would approximately ...
by LukeM
Sat May 12, 2018 5:30 pm
Forum: Implemented Suggestions
Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
Replies: 24
Views: 14669

Re: In-Game System Clock display

and will be information that players that arent playing in fullscreen borderless mode already have. As i have stated, this will not be useful for some players who rely on other means. Y'know, the kinds of players who don't have a family or full-time job to attend to. This game is great, but i can't...
by LukeM
Sat May 12, 2018 4:43 pm
Forum: Implemented Suggestions
Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
Replies: 24
Views: 14669

Re: In-Game System Clock display

Having a system clock is also unnecessary clutter on the screen though, and will be information that players that arent playing in fullscreen borderless mode (or just players with a clock / watch) already have. And you cant really argue to have it as an F4 menu option as most players would never eve...
by LukeM
Sat May 12, 2018 8:18 am
Forum: Implemented Suggestions
Topic: Realtime Clock / Timer to pause game / On Screen Display which displays current system-time
Replies: 24
Views: 14669

Re: In-Game System Clock display

As for your watch, is it syncronized with an NTP server and does it adjust for daylight savings in your local region? And not everyone can afford those fancy new "smart watches". On second thought, who actually wears a watch while they're using their computer? Wouldn't that get really ann...
by LukeM
Wed May 09, 2018 7:12 am
Forum: Ideas and Suggestions
Topic: Could the map be rotated?
Replies: 9
Views: 7277

Re: Could the map be rotated?

The Factorio and Don't Starve graphics style is completely different though, so I doubt it would look good here. For example Factorio has shadows which would stay in the same place as you rotated unless there were seperate renders for all 4 directions, which probably wouldn't be worth it. And don't ...
by LukeM
Wed Apr 25, 2018 8:18 am
Forum: Ideas and Suggestions
Topic: Limit offshore pump output depending on lake size
Replies: 29
Views: 7040

Re: Limit offshore pump output depending on lake size

If you have a limit on water output, wouldn't it make sense for it to be a limit for the whole lake instead of per pump? Imagine you had a 4x4 lake, you would be able to pump 16 units of water from it. If you then added a second pump and it didn't take into account other pumps, then you would now be...
by LukeM
Tue Apr 24, 2018 6:40 pm
Forum: Ideas and Suggestions
Topic: Construction bot pathing
Replies: 14
Views: 4935

Re: Construction bot pathing

tl;dr; You shouldn't be limited by game mechanics you can't control, and robots wouldn't need to be that smart, just smart enough to get them where they want to go, probably removing the problems with processing power required. I agree that this isn't a very efficient way to do robot networks, but t...
by LukeM
Sat Apr 14, 2018 1:00 pm
Forum: Ideas and Suggestions
Topic: Train navigation checkpoint
Replies: 12
Views: 4405

Re: Train navigation checkpoint

This could be the better option: place two or three train stops on the shorter route, give them some name (like "routingagent") and activate/deactivate them as needed to route your train to the longer track. But even then this is a complex task, because you can't read the id while it is m...
by LukeM
Fri Mar 23, 2018 11:18 pm
Forum: Ideas and Suggestions
Topic: Re-Plant Trees
Replies: 56
Views: 32327

Re: Re-Plant Trees

Sorry that this reply is a bit late, but I haven't been on the forums for a while :P Just thought that I would add that you can refactor most code (unless something needs to actually happen every tick, or there needs to be some check for something that doesn't have an event) so that you don't need t...
by LukeM
Sun Nov 19, 2017 12:08 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43414

Re: Simple property requests (something that exists but has no way to read/write it)

LuaEntity.products_finished - not currently writable, but I dont see why it couldnt be
by LukeM
Fri Jun 30, 2017 11:15 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43414

Re: Simple property requests (something that exists but has no way to read/write it)

Things with no health aren't repairable, things that aren't built or supported in blueprints simply can't be blueprinted because the game engine wasn't coded to support it. So trees health is different to built entities health somehow? And why wouldn't things like trees be supported in blueprints? ...
by LukeM
Fri Jun 30, 2017 9:56 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43414

Re: Simple property requests (something that exists but has no way to read/write it)

Some flags are assumed, and cannot be disabled (as far as I can tell) for things like trees, e.g. not-repairable and not-blueprintable, I think these could be quite useful in some specific cases
Thanks :D
by LukeM
Sun May 14, 2017 7:31 pm
Forum: Won't implement
Topic: Multiple collision boxes for each collision mask
Replies: 1
Views: 1129

Multiple collision boxes for each collision mask

Ive had a problem for a while where there is no way (that ive found) to add entities that dont snap to the grid, but you can still move between when you place them (apart from making them not collide with the player at all). With a grid it is fairly simple (you just make the collision box slightly s...
by LukeM
Sun Oct 16, 2016 1:34 pm
Forum: Mods
Topic: [MOD 0.13.x] Tree Sapling Mod v0.1.4
Replies: 19
Views: 14056

Re: [MOD 0.12.x] Tree Sapling Mod v0.1.2

Sorry for not replying to any comments for the past few months, the last time I checked (just before 0.13) this topic had drifted down to about page 4 or 5, so I didnt think there would be anyone using this mod anymore. I have tried to update it to 0.13, and have uploaded it to the factorio mods pag...

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