Search found 45 matches

by Ragnaman
Wed Apr 04, 2018 9:51 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.36] Boiler leaves "small" rubble upon destruction
Replies: 2
Views: 1057

[0.16.36] Boiler leaves "small" rubble upon destruction

Boilers were small in the past, now they are bigger. Upon destruction they leave small sized rubble behind them. Image depicting few destroyed boilers. I decided to report bug after looking at rubble here and feeling that something is off. http://steamcommunity.com/sharedfiles/filedetails/?id=135250...
by Ragnaman
Sat Sep 23, 2017 7:39 am
Forum: Ideas and Suggestions
Topic: [FFF #209] Suggestion on Logistic Bot dilemma
Replies: 4
Views: 606

[FFF #209] Suggestion on Logistic Bot dilemma

Was reading The logistic bots dilemma: "The dilemma is, whether changing the game rules like this just for optimisation isn't going too far." Suggestion: Implement a next tier of logistic tech. Logistic entity akin to nanite swarm OR mass -> energy -> mass conversion. Simple implementation: Similar ...
by Ragnaman
Sun Jun 18, 2017 1:27 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 89366

Re: [Mod 0.14/0.15] Logistic Train Network 1.3.2

I started recently using it again and here is some feedback. The guide in the OP is way too complicated for what is needed to start out with the mod. I spent an hour trying to figure out all those wire connections + filter inserters. And that combinator that does "Any = Any * -1" results in a negati...
by Ragnaman
Sat Jun 10, 2017 2:18 pm
Forum: Mods
Topic: [MOD 0.15] Greenhouse with modules 0.15.0
Replies: 8
Views: 4575

Re: [MOD 0.15] Greenhouse with modules 0.15.0

I've uploaded the mod to https://mods.factorio.com/
It has a slightly different name, but that is all.
by Ragnaman
Tue Jun 06, 2017 9:50 pm
Forum: Mods
Topic: [MOD 0.15] Greenhouse with modules 0.15.0
Replies: 8
Views: 4575

Re: [MOD 0.14.x] Greenhouse with modules 0.1.2

Updated for 0.15.0 Productivity modules will not work any more. I have to check what has changed in 0.15.0 to make them work for intermediates, but I doubt anyone would want to use prod modules on these. Unfortunately I can't put my own mod on https://mods.factorio.com , because someone else uploade...
by Ragnaman
Sun Jan 08, 2017 4:49 pm
Forum: Ideas and Suggestions
Topic: Tool belt improvements
Replies: 22
Views: 2691

Re: Tool belt improvements

One can quickly fill tool belt by opening inventory and ctrl+click in empty inventory square: that will fill your tool belt as per filters set. The tool belt however works fine for me. If i have 400 belts in my inventory i can place them all by selecting a belt from my toolbelt and just using that w...
by Ragnaman
Sun Jan 08, 2017 4:32 pm
Forum: Ideas and Suggestions
Topic: Land Mines not counting towards "building destroyed"
Replies: 2
Views: 423

Re: Land Mines not counting towards "building destroyed"

aober93 wrote:It should rather be a yellow ! sign, as in something is in combat. Just treat it as turret ammo. When it gets fired you get the yellow warning sign, and the ammo gets used up. Just as land mines kinda.
+1
by Ragnaman
Sun Jan 08, 2017 4:01 pm
Forum: Ideas and Suggestions
Topic: Towards Sophisticated Train Loading
Replies: 10
Views: 2118

Re: Towards Sophisticated Train Loading

What if a single cargo train would be split into 7 segments (or was it 6?) ?
Each segment would have its own cargo space of 3 squares or something.

Theoretically a single cargo train could carry 7 (6?) different items without complex logistic issues.
by Ragnaman
Sun Jan 08, 2017 3:57 pm
Forum: Ideas and Suggestions
Topic: New Achievement Ideas
Replies: 98
Views: 6772

Re: New Achievements?

Personally i did not enjoy the 30million green circuit achievement. The throughput achievements however "300 items per hour" were fun, as the challenge was to scale up your factory (which in turn surfaced flaws in your design from ground up), not pointlessly copy paste green circuit factory across t...
by Ragnaman
Sun Jan 08, 2017 12:47 pm
Forum: Ideas and Suggestions
Topic: ideas for testing
Replies: 3
Views: 296

Re: ideas for testing

You can start a custom game in sandbox mode that gives you infinite resources and items to place.
There you can test various combinations.
by Ragnaman
Sun Jan 08, 2017 12:22 pm
Forum: Ideas and Suggestions
Topic: Why Combat is Clunky
Replies: 7
Views: 933

Re: Why Combat is Clunky

You might want to read this viewtopic.php?f=6&t=3394
by Ragnaman
Sat Dec 31, 2016 7:11 pm
Forum: Development Proposals
Topic: Railroad
Replies: 148
Views: 66891

Re: Railroad

In a recent reddit post, someone asked about this very issue -- how to prevent trains from going into a siding with station when they aren't scheduled to stop at the station. Could you please share the link to reddit ? I personally have had 16 L-CCCC-L terminal trains in my train system and ive nev...
by Ragnaman
Sat Dec 31, 2016 6:50 pm
Forum: Ideas and Suggestions
Topic: Stack and Filtered Long Hand inserters
Replies: 24
Views: 3504

Re: Stack and Filtered Long Hand inserters

There I suggested removing the red/blue belts... and rather have one type of belt and something like a "belt-motor" Well, your suggestion is sensible. Im certainly liking how Yuoki handled mechanical energy transmission (for his Yuoki's motors mod). At this point the best bet for "less amount of be...
by Ragnaman
Sat Dec 31, 2016 6:44 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 89366

Re: [Mod 0.14] Logistic Train Network 0.5.4

...Thank you. Please be more precise what instructions in the OP are unclear... ...I don't know if i can fit the whole OP in the tech description. Once I have some free time I can playtest and: - see what is most confusing and write it down. - try to write a small "how-to" that should fit the tech ...
by Ragnaman
Sat Dec 31, 2016 6:18 pm
Forum: Ideas and Suggestions
Topic: Rename "Beacon" (because it isn't) and add real nav beacons
Replies: 7
Views: 1199

Re: Rename "Beacon" (because it isn't) and add real nav beacons

+1 for bacon. There must be a mod for this.
by Ragnaman
Thu Dec 29, 2016 1:42 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 89366

Re: [Mod 0.14] Logistic Train Network 0.5.4

In the image example you have wired inserters, but instructions tell only to wire chests. The wiring in images is a bit confusing. This mod is something i had in mind, im awed that someone figured out how to do it and implemented the logic. Trying to wrap my head around instructions. I got it to wo...
by Ragnaman
Wed Dec 28, 2016 9:32 pm
Forum: Ideas and Suggestions
Topic: A couple of trivial UI improvement suggestions
Replies: 6
Views: 701

Re: A couple of trivial UI improvement suggestions

A separate entity that acts like power pole but does not "auto-connect" anything, does seem useful for circuit networks. It would allow to drop down the blueprints in power pole populated area without worries of those copper wires criss crossing everything. I think the suggestion is valuable to eval...
by Ragnaman
Wed Dec 28, 2016 2:19 pm
Forum: Ideas and Suggestions
Topic: A couple of trivial UI improvement suggestions
Replies: 6
Views: 701

Re: A couple of trivial UI improvement suggestions

You can remove electric (copper, brown) wires from electric poles and have only red and/or green wires on poles. However I do not know what happens when such blueprints are thrown in environment where there are other electric poles.
by Ragnaman
Wed Dec 28, 2016 2:03 pm
Forum: Ideas and Suggestions
Topic: Stack and Filtered Long Hand inserters
Replies: 24
Views: 3504

Re: Stack and Filtered Long Hand inserters

Roxor128 wrote:...and have upgrade modules which can be bolted onto the latter two...
module slots for inserters ? maybe belts too ?
0.15
by Ragnaman
Wed Dec 28, 2016 1:35 am
Forum: Combinator Creations
Topic: Tetris... in Factorio?
Replies: 46
Views: 28188

Re: Tetris... in Factorio?

could you use such contraption for input ?
http://steamcommunity.com/sharedfiles/f ... =826088745

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