Search found 37 matches

by JoeSchmoe
Thu Nov 28, 2024 1:45 pm
Forum: Not a bug
Topic: [2.0.21] Space platform "read moving to" signal not set if thrusters are empty.
Replies: 2
Views: 781

[2.0.21] Space platform "read moving to" signal not set if thrusters are empty.

When a space platform's schedule moves to the next planet the "Read moving to" signal is not set to 2 if the thrusters are empty.
There doesn't appear to be any way to read the amount of fuel in the thrusters, remove excess fuel to thrusters, or in general tell the ship to start making fuel without ...
by JoeSchmoe
Thu Nov 28, 2024 1:26 pm
Forum: Ideas and Suggestions
Topic: Allow remotely moving items from spidertron logistic trash to its inventory
Replies: 3
Views: 718

Re: Allow remotely moving items from spidertron logistic trash to its inventory

I'll vote +1 to this. I had a gleba power outage and wanted to rebuild things without traveling there. Spidertron had the parts in trash but couldn't build ghosts.
by JoeSchmoe
Mon Oct 28, 2024 9:49 pm
Forum: Gameplay Help
Topic: Not understanding interrupts for Train servicing stations
Replies: 8
Views: 1580

Re: Not understanding interrupts for Train servicing stations

How I use interrupts is my trains normal schedule is go to loading station go to unloading station.
Then they have interrupts where if they are low (not empty) on fuel they go to a refueling station to have fuel added to the engines. I don’t transport fuel to each station as the trains now know to ...
by JoeSchmoe
Sat Dec 30, 2017 7:03 pm
Forum: Pending
Topic: Crash, Multiplay rejoining
Replies: 1
Views: 1075

Crash, Multiplay rejoining

Crashed when a second player joined
by JoeSchmoe
Mon Sep 19, 2016 3:02 pm
Forum: Ideas and Suggestions
Topic: server message announcement(s) every x ticks.
Replies: 9
Views: 6230

Re: server message announcement(s) every x ticks.

There should be a message upon joining, only to the joining player.
by JoeSchmoe
Mon Sep 19, 2016 2:23 pm
Forum: Multiplayer
Topic: Group for 9:pm-10:30 PM Eastern US
Replies: 4
Views: 2227

Group for 9:pm-10:30 PM Eastern US

Experienced player here.
I'd like to play a game with a group of regulars during the specified time.

I think it would be fun to see the game progress from the start, and not make any drastic changes when you go to bed/work the next day.

Anyone else interested?
by JoeSchmoe
Sat Aug 27, 2016 2:23 am
Forum: Releases
Topic: Version 0.14.1
Replies: 21
Views: 25827

Re: Version 0.14.1


Dear devs - please don't misuse the crowd - your game is awesome - guess how long it is if the word spreads?
Dear crowd, please don't misuse the devs. Experimental is the cutting edge, and particularly an experimental in the .0-.5 range, and i for one am happy they quickly patch any bugs that ...
by JoeSchmoe
Wed Jan 20, 2016 5:32 pm
Forum: Ideas and Suggestions
Topic: Logistic Slots
Replies: 0
Views: 4652

Logistic Slots

I think all logistic slots should have a maximum and a minimum. This way we only need one logistic chest, and would not need trash slots for our inventory. The only other thing needed would be an any item similar to the * introduced with the circuit network.

Active Provider is the same as min = 0 ...
by JoeSchmoe
Thu Jan 07, 2016 3:49 pm
Forum: Railway Setups
Topic: Stations, Junctions, and all things deadlock - IMAGE HEAVY
Replies: 43
Views: 170510

Re: Stations, Junctions, and all things deadlock - IMAGE HEAVY

A+++ Sticky worthy IMO.
Author does a good job explaining the pros and cons of each design, how both designs can cause problems and how to fix them.
With a gold star towards not biasing the reading either way.
by JoeSchmoe
Thu Jan 07, 2016 3:16 pm
Forum: Gameplay Help
Topic: Total power production
Replies: 2
Views: 10028

Re: Total power production

Left click any power pole and it will give you an infoscreen like the following.
https://forums.factorio.com/wiki/index.php?title=Electricity/Electric_network_infoscreen

I usually look at the production bar. In the attached image the production bar is approximately 25%, which means it is using ...
by JoeSchmoe
Thu Jan 07, 2016 3:09 pm
Forum: Gameplay Help
Topic: How to store the output of the furnice?
Replies: 4
Views: 12670

Re: How to store the output of the furnice?

What you're looking for is an active provider chest (purple). The bots will come as quickly as they can to remove the items. If the active provider boxes are filling up then you need more storage chests (yellow) (for long term storage), or more logistical bots / roboports (for quicker transfer ...
by JoeSchmoe
Wed Dec 16, 2015 1:15 pm
Forum: Modding help
Topic: on_tick from the console
Replies: 2
Views: 6961

on_tick from the console

I'm thinking about creating a mod but from what little modding i've done so far you need to edit control.lua and reload the game to see if it works, this slows things down quite a bit.
Is there anyway to do my write a function in the console, and then once it works copy it to control.lua? I think ...
by JoeSchmoe
Wed Aug 05, 2015 4:20 pm
Forum: Ideas and Suggestions
Topic: Inventory and toolbelt filters act as request slots
Replies: 7
Views: 4892

Re: Inventory and toolbelt filters act as request slots

Unlimited number of slots does not make you overpowered in any way, but it lets you focus on the actual gameplay rather than manual inventory filling.
If you NEED unlimited logistic slots, doesn't that mean you screwed up by not having a base which can supply its needs?
Actually I believe it ...
by JoeSchmoe
Sun Aug 02, 2015 3:45 am
Forum: General discussion
Topic: What are your Factorio quirks?
Replies: 35
Views: 26964

Re: What are your Factorio quirks?



Still waiting for the following in mod or vanilla mode. http://imgur.com/xWUDOyF

Why would you ever want that, if I may ask? There will always be some niche situations, but why is this so important to you personally?

It truly splits a belt, without hacky tricks. I would imagine most times ...
by JoeSchmoe
Thu Jul 30, 2015 4:54 pm
Forum: Ideas and Suggestions
Topic: Improving replayability
Replies: 24
Views: 16237

Re: Improving replayability

The main issue with re-playability is not the land, its that assemblers, inserters, belts, etc all work the same way. Once you figure out how to maximize them the first time, there isn't much else to learn and discover.

Transport tycoon is really about the trains, and once you learn how to build ...
by JoeSchmoe
Thu Jul 30, 2015 4:36 pm
Forum: Ideas and Suggestions
Topic: Better Personal Roboport (3 suggestions)
Replies: 5
Views: 3473

Re: Personal Roboport

I'll list my annoyance with the personal roboport here too.

Lets say i'm build a new smelting area and I only have one furnace on me, with a large stack elsewhere in the network. So i Shift-Click to build a ghost furnace. However before I can build a second furnace, the robots have stolen my ...
by JoeSchmoe
Wed Jul 29, 2015 4:44 pm
Forum: General discussion
Topic: What are your Factorio quirks?
Replies: 35
Views: 26964

Re: What are your Factorio quirks?

I do not use the following hacks as they seem like cheating.

Splitter to Undergorund belt to split a belt.
Rail Wagon Car as a large storage chest.

Still waiting for the following in mod or vanilla mode. http://imgur.com/xWUDOyF
by JoeSchmoe
Tue Feb 17, 2015 2:57 pm
Forum: Ideas and Suggestions
Topic: Multiple Module Arithmetic
Replies: 0
Views: 1148

Multiple Module Arithmetic

TLDR; Use multiplicative effects instead of additive effects.

For example, the current maximum power savings is 80%.
Instead if you allowed multiplicative effects, you could save 50% after 1 module, 75% after two modules, 87.5% after 3 modules, 93.75% after 4 modules.

For speed modules this could ...
by JoeSchmoe
Tue Feb 17, 2015 2:32 pm
Forum: Ideas and Suggestions
Topic: Give assembling machines a stack size bonus
Replies: 3
Views: 2383

Re: Give assembling machines a stack size bonus

I really like this idea. There are times I'm having difficulty feeding machines from a belt, not because I can't cram enough inserters around it, but because it runs empty before even a fast inserter can put something in. If you have something that only takes 0.5 seconds and its in an AM3 with a ...
by JoeSchmoe
Sat Feb 14, 2015 3:48 pm
Forum: Modding help
Topic: How to get the direction of an item when placed.
Replies: 1
Views: 1527

How to get the direction of an item when placed.

I want to create this http://imgur.com/xWUDOyF
So i started with a splitter, and I can place it; detect when an item-on-ground is inside it; and can teleport the item to some predefined offset ( 2 tiles down, 2 tiles right); so now if I knew what direction it was facing I could teleport it to the ...

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