Search found 24 matches

by Erfar
Mon Nov 18, 2024 2:05 am
Forum: Duplicates
Topic: [2.0.19] Inserter even when set to "Spoiled first" ignore first item on the belt
Replies: 4
Views: 197

[2.0.19] Inserter even when set to "Spoiled first" ignore first item on the belt

Subject
11-18-2024, 04-03-46.png
11-18-2024, 04-03-46.png (2.11 MiB) Viewed 197 times
11-18-2024, 04-04-17.png
11-18-2024, 04-04-17.png (1.5 MiB) Viewed 197 times
by Erfar
Sun Nov 17, 2024 11:33 pm
Forum: Ideas and Suggestions
Topic: Decider combinator should have ability to output "constant"
Replies: 0
Views: 91

Decider combinator should have ability to output "constant"

Before there was technicaly imposible to make this so the only way was use decider + arithmetic combinators, but now it is technicaly possible to make that circuit, but that create readibility problem
11-18-2024, 01-33-05.png
11-18-2024, 01-33-05.png (143.88 KiB) Viewed 91 times
by Erfar
Wed Nov 13, 2024 1:43 pm
Forum: Ideas and Suggestions
Topic: Enable circuit network for logistics chests with no red/green wires attached
Replies: 1
Views: 72

Re: Enable circuit network for logistics chests with no red/green wires attached

Yes, there should be able to making logic of logistic chest based on connection to logistic network
by Erfar
Wed Nov 13, 2024 1:41 pm
Forum: Ideas and Suggestions
Topic: Blueprints should have option like "force empty space"
Replies: 3
Views: 149

Blueprints should have option like "force empty space"

Super-forced building is amazin feature, but there should be also oprion to remove everything but what you past in the area af bluepring.

Most common use case placing belt balancer over existing belt
11-13-2024, 15-39-52.png
11-13-2024, 15-39-52.png (262.11 KiB) Viewed 149 times
Lead to unintended topology
11-13-2024, 15-40-48.png
11-13-2024, 15-40-48.png (197.68 KiB) Viewed 149 times
by Erfar
Wed Nov 13, 2024 1:35 pm
Forum: Ideas and Suggestions
Topic: Super force building over pipes should place underground pipes
Replies: 1
Views: 95

Super force building over pipes should place underground pipes

Subject.

Currently it place underground belts whed something builded over belt, so it common sence that same logic should be applied to making pipes to undergorund pipes.

*Unless there is pipe connecting to input/output of entity (like for exemple placing pump over pipe)
by Erfar
Sat Nov 02, 2024 2:42 am
Forum: Ideas and Suggestions
Topic: Rocket silo logistic is just broken
Replies: 107
Views: 6878

Re: [2.0.11] Rocket silo logistic is just broken

Also if rocket are 100% full with parts for constructiuon but those parts are different rocket don't launch automaticaly. There should be a some sort of checkbox to automaticaly send mixed cargo I assume you mean parts for different platforms, not different rockets. I mean if you need 50 belts and ...
by Erfar
Fri Nov 01, 2024 10:42 pm
Forum: Duplicates
Topic: [2.0.14] Only one part of underground belt are placed while building over blueprint
Replies: 1
Views: 87

[2.0.14] Only one part of underground belt are placed while building over blueprint

11-02-2024, 00-40-57.png
11-02-2024, 00-40-57.png (463.51 KiB) Viewed 87 times
Way to reproduce:
pick yellow belt and hold LMB drag it over blueprint

Expected behaviour:
Both parts of underground belt is placed
by Erfar
Wed Oct 30, 2024 2:02 am
Forum: Ideas and Suggestions
Topic: Rocket silo logistic is just broken
Replies: 107
Views: 6878

Re: [2.0.11] Rocket silo logistic is just broken

Also if rocket are 100% full with parts for constructiuon but those parts are different rocket don't launch automaticaly. There should be a some sort of checkbox to automaticaly send mixed cargo
by Erfar
Sun Oct 27, 2024 3:42 am
Forum: Ideas and Suggestions
Topic: Please make small improvments at 3rd mission of tutorial
Replies: 1
Views: 103

Please make small improvments at 3rd mission of tutorial

I really enjoy watching how new players came to check Factorio. But this 3rd mission have few "janky" moents, as example engineer's suggestion to make few lamps nearly always came at the same time as biters attack, suggestion to use assembling machine seems like came at some timing or at s...
by Erfar
Sat Oct 26, 2024 6:24 am
Forum: Ideas and Suggestions
Topic: Please, PLEASE make circuit connection behavior configurable per wire
Replies: 38
Views: 2033

Re: Please, PLEASE make circuit connection behavior configurable per wire

That even more important for assemblers where you can have at the same time "read content" and "read ingiridints" but can't separate those signals
by Erfar
Thu Oct 24, 2024 8:42 pm
Forum: Ideas and Suggestions
Topic: Allow higher quality rocket fuel for rocket silo recipe
Replies: 4
Views: 1031

Re: Allow higher quality rocket fuel for rocket silo recipe

I think there should be a way to force usage of higher quality items in low quality recepies. I ended upwith 50k uncommon gears on fulgora and with gears shortage at the same time.
by Erfar
Thu Oct 24, 2024 7:26 pm
Forum: Ideas and Suggestions
Topic: [Idea] No-flight/No-build zone marking for bots
Replies: 0
Views: 111

[Idea] No-flight/No-build zone marking for bots

Please add ability to mark part of the map as are where bots should not flight or at least build anything. While at Nauivis it is not so hard to move outside of logistic network to blueprint some design, at places like Fulgora or Aquilo that is much harder. Yes I know there is mods like Blueprint la...
by Erfar
Thu Oct 24, 2024 7:19 pm
Forum: Ideas and Suggestions
Topic: [2.0 Feedback] While blinking of warning icon disabled they should not overlap with alt-mode
Replies: 0
Views: 71

[2.0 Feedback] While blinking of warning icon disabled they should not overlap with alt-mode

10-24-2024, 22-16-21.png Example of situation. This is not super-bad during build of one-product production line, but while I'm creating a mall/hub there is a big issue of absence of power over icon of item produced. Please make thos icons like 50-60% transperent, shift them down relative to icon o...
by Erfar
Sat Jun 01, 2024 10:33 pm
Forum: Ideas and Suggestions
Topic: Personal Roboport deconstruction logic requre improvement
Replies: 1
Views: 389

Personal Roboport deconstruction logic requre improvement

initial situation The player (me) has 3 escort spidertrons, each of them has its own specialization, one carries walls, the second carries rails, the third landfil. Player is also on the Spidertron, which has an inventory of other components for the wall, Turret, pipes, pumps, power poles. In the pr...
by Erfar
Fri May 31, 2024 10:44 pm
Forum: Implemented in 2.0
Topic: Strict Reqest/buffer chests qantity
Replies: 1
Views: 394

Strict Reqest/buffer chests qantity

Please add checkbox for "strick quantity" or those chests. Issue: I have chunk-aligned wall, each wall segment has a buffer chest that has all content for rebuilding that segment. Issue is, that segment has 1 radar, 1 roboport and 1 pump. But bots deliver in stacks of 4. So now every segme...
by Erfar
Wed May 29, 2024 11:41 am
Forum: Implemented Suggestions
Topic: Items per second info on machines.
Replies: 33
Views: 12310

Re: Items per second info on machines.

Tbh I would like to see not those 0.00625 per second but just recipes as Items per minute. In item per minutes that is 0.375, i'm not sure that is much better. Having the time for 1 item, would maybe be more useful. ( a *60 multiplication is easier to do than doing 1/x ). 2.666 minutes to create on...
by Erfar
Wed May 29, 2024 10:26 am
Forum: Implemented Suggestions
Topic: Items per second info on machines.
Replies: 33
Views: 12310

Re: Items per second info on machines.

Tbh I would like to see not those 0.00625 per second but just recipes as Items per minute.
Captain of industry have switch that show items per processing and items per minute and as soon as you seen items per minute you never switch back
by Erfar
Mon May 27, 2024 9:46 am
Forum: Ideas and Suggestions
Topic: Please made Logistic Network Channels baseline feature
Replies: 0
Views: 335

Please made Logistic Network Channels baseline feature

Currently there is a mod that allow to separate logistic networks into different channels https://mods.factorio.com/mod/LogiNetChannels But it is a clunky bandaid on an issue that you need manualy shift roboports do "break" shakles of same logistic network if you want 100% base coverage wi...
by Erfar
Wed May 22, 2024 10:13 am
Forum: Ideas and Suggestions
Topic: Better Production statistics
Replies: 14
Views: 1639

Re: Better Production statistics

mmmPI wrote: ↑Wed May 22, 2024 1:30 am If you want to know the stock, you can show "production" and "consumption" for the last 1000 hours, and do a subtraction
or you may add substraction fuction to game engine. :o
by Erfar
Wed May 22, 2024 1:24 am
Forum: Ideas and Suggestions
Topic: Better Production statistics
Replies: 14
Views: 1639

Re: Better Production statistics

And the reson why I quote Anno, is because in anno you offten have balancing between multiple production systems. And only anno stat issue is absence of decimal point, whyle factorio production tab I find useful only to check biter nests in fog of war. Anno only has the equivilent of one assembler ...

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