Search found 55 matches

by Aricitic
Sun Jan 26, 2025 3:33 pm
Forum: Ideas and Suggestions
Topic: show gun turret range on map
Replies: 12
Views: 980

Re: show gun turret range on map


I'd support a weapon coverage map view, but I won't need a lightning protection map. The range of asteroid collectors should only also be shown when hovering over a collector "ghost" including the range displaying of all collector "ghosts".


I disagree, and here's why:

re, asteroid collectors ...
by Aricitic
Tue Jan 21, 2025 5:54 pm
Forum: Ideas and Suggestions
Topic: Land Mines on Gleba
Replies: 6
Views: 757

Re: Land Mines on Gleba


Land mines seem one of the more obvious solutions to Gleba, however due to how stompers work they are completely unusable unless you go all in on nothing but land mInes. As soon as the stompers see a turret or similar they start "stomping", instantly killing anything they step on, confusingly ...
by Aricitic
Tue Jan 21, 2025 5:47 pm
Forum: Ideas and Suggestions
Topic: Allow us put more landing pads. With high distance from each
Replies: 7
Views: 1566

Re: Allow us put more landing pads. With high distance from each

They could also go halfway to the Space Exploration (mod) route and make us *build* the landing rockets for any but the first landing pad. They could be relatively inexpensive, but note "free" like the ones dropped to the first landing pad are.

Additionally, they could add functionality to the ...
by Aricitic
Sat Jan 18, 2025 11:20 pm
Forum: Ideas and Suggestions
Topic: Signal Compression or Encapsulation
Replies: 16
Views: 1409

Re: Signal Compression or Encapsulation


Under the AM3 there are two ways how to isolate a signal - indexed by the value, and indexed by the signalID.
To the right is similar indexing, this time the index is not static, but dynamic based on signal I (+timer to cycle its value).
To the left is isolating a subset of signals, based on ...
by Aricitic
Sat Jan 18, 2025 7:03 pm
Forum: Ideas and Suggestions
Topic: Signal Compression or Encapsulation
Replies: 16
Views: 1409

Re: Signal Compression or Encapsulation


Here is a blueprint with assortment of circuits. Maybe some of them will be of use for you
0eNrtXd1v47gR/1cWBvpylbcW9R20BTZpH+6tKO7hgG1gyDZtqydLrj6SzS3yv3dIxpYsK7JI2lb2PHfAekJRo+FwyB85JIffR7O4pNssSorR3fdRNE+TfHT39fsoj1ZJGLO0JNzQ0d0ozHO6mcVRshpvwvk6SujYGr0aoyhZ0G+jO ...
by Aricitic
Fri Jan 17, 2025 12:30 am
Forum: Ideas and Suggestions
Topic: show gun turret range on map
Replies: 12
Views: 980

Re: show gun turret range on map

neoChaos12 wrote: Thu Jan 16, 2025 9:45 pm +1 for toggle-able turret range display even when zoomed in (emphasis on toggle-able!) as well as other similar entities, e.g. fulgora lightning rods
+1 for lightning rods

I actually have a post about something like this elsewhere (more of a cosmetic change though...)
by Aricitic
Thu Jan 16, 2025 8:55 pm
Forum: Ideas and Suggestions
Topic: (Almost) Purely cosmetic Fulgora lightening "reach" suggestion
Replies: 0
Views: 239

(Almost) Purely cosmetic Fulgora lightening "reach" suggestion

TL;DR
Show the influence of the selected (or in hand ghost) of anything with a "Lightning reach" range.

What?
When on Fulgora, and either hovering over or with item in the cursor, show the influence of the "range" of the "Lightning reach" for Fulgoran lightning attractors, Lightning rods, or ...
by Aricitic
Thu Jan 16, 2025 8:39 pm
Forum: Ideas and Suggestions
Topic: show gun turret range on map
Replies: 12
Views: 980

Re: show gun turret range on map

For clarity, what you want is for the various automated turrets range to "permanently" show up outside of map view? I ask because they show up when the mouse is over them. It is less useful than what you are requesting, but it is still there as a thing.

I second this, but as a toggle, not as ...
by Aricitic
Mon Jan 13, 2025 3:19 pm
Forum: Gameplay Help
Topic: Single crusher, any asteroid chunk -- there's got to be a better way
Replies: 6
Views: 813

Re: Single crusher, any asteroid chunk -- there's got to be a better way

Currently productivity isn't an issue for me as I don't have it researched, and I'm mainly getting the resources that are there when they are there.
Once productivity is an issue - i.e. I have it researched or have modules inserted - I'll probably have enough resources on worlds to make the full ...
by Aricitic
Sat Jan 11, 2025 4:28 pm
Forum: Gameplay Help
Topic: Single crusher, any asteroid chunk -- there's got to be a better way
Replies: 6
Views: 813

Re: Single crusher, any asteroid chunk -- there's got to be a better way

Thank you. I'll try this as it is vastly simpler than what I was doing.
by Aricitic
Fri Jan 10, 2025 3:14 am
Forum: Gameplay Help
Topic: Single crusher, any asteroid chunk -- there's got to be a better way
Replies: 6
Views: 813

Single crusher, any asteroid chunk -- there's got to be a better way

I'm trying to create a simple setup for crushing any asteroid based on what is currently available. The setup - that works - is incredibly messy, IMO.

0eNrtWttyozgQ/Rc94y0kEI5Ts/u4v7APUymXDHKsChZeITLjSvHv2wJsfBEZoL152X1KB0tHrdOnLzj5IJu8kgejtCXPH0SlhS7J8/cPUqpXLXL3TIu9JM ...
by Aricitic
Wed Jan 08, 2025 10:47 pm
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 4275

Re: Bot "Minimum Operation Time"



So, I must pose a question here: when *should* a bot ever "idle"?

Meaning, is there an ideal situation, for a normal Factorio player, where that player would want a bot to idle?


Should or want? Probably never, but those situations can occur naturally: For example a construction bot hovering ...
by Aricitic
Wed Jan 08, 2025 5:03 pm
Forum: Ideas and Suggestions
Topic: Mod toggle to disable/remove the "Logistic network" (button between "Circuit" and "Close") for connectable objects
Replies: 0
Views: 356

Mod toggle to disable/remove the "Logistic network" (button between "Circuit" and "Close") for connectable objects

EDIT: I only just now realized that what the (original) title says is already in the game, and THAT (specifically) is what my suggestion is to disable. Reading the rest makes this obvious, but I've edited the title to reflect that.

TL;DR
(Unless done already, I'm not a modder - sadly) Add a ...
by Aricitic
Wed Jan 08, 2025 4:47 pm
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 4275

Re: Bot "Minimum Operation Time"


This thread seems to have derailed somewhat… I'll limit myself to OP's question.


This seems a bit strange name of a metric to me. I think that this actually means "Maximum Operation Time" if it is the time it takes for the bot to operate at something at the maximum distance.

Am I ...
by Aricitic
Sun Jan 05, 2025 4:07 pm
Forum: Gameplay Help
Topic: Is there a short/small setup for processing quality to a "maximum of"?
Replies: 2
Views: 606

Re: Is there a short/small setup for processing quality to a "maximum of"?


Not what you asked for / maybe actually what you asked for :

You could use the reprocessing receipe to scale up quality of asteroids and only turn the legendary chunks into iron or copper.

About the combinators if that was more you question, it would be nice to have a blueprint of your setup to ...
by Aricitic
Sun Jan 05, 2025 3:58 pm
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 4275

Re: Bot "Minimum Operation Time"



I received two notifications. One for the above post, one for yours. I think we're good on this front.
The reason for 20 tabs, is that I have posts on threads where they don't reply to me directly (or at all), but I'm still interested in what is said.


good to hear :)
sorry if this off topic ...
by Aricitic
Sun Jan 05, 2025 1:19 pm
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 4275

Re: Bot "Minimum Operation Time"


If minimum time is before it *can* recharge, maximum time is before it *must* recharge. I already said previously that the minimum time is 18 seconds, maximum is 20 seconds. The bot *can* recharge at 18 seconds, but it *must* recharge at 20. The two values are completely different.


Ok, now ...
by Aricitic
Sun Jan 05, 2025 3:40 am
Forum: Gameplay Help
Topic: Is there a short/small setup for processing quality to a "maximum of"?
Replies: 2
Views: 606

Is there a short/small setup for processing quality to a "maximum of"?

I'm trying to make a minimal space platform setup. My previous game I had it setup such that each quality had its own crusher. I've realized that this is inefficient (which seems kind of obvious now).

Does anyone know of a minimal setup to tell a machine to process a recipe up to a quality of ...
by Aricitic
Sun Jan 05, 2025 1:01 am
Forum: Ideas and Suggestions
Topic: Filter inserters priority list -> Provide a way to prioitize filters
Replies: 2
Views: 860

Re: Filter inserters priority list -> Provide a way to prioitize filters


As I see it, this topic and https://forums.factorio.com/113399 are connected.

This topic being the more foundational (order of filters affects the order the inserter picks items), whereas that one builds on top of this one (signal value determines the order of filters, thus the order the inserter ...
by Aricitic
Sun Jan 05, 2025 12:45 am
Forum: Gameplay Help
Topic: Bot "Minimum Operation Time"
Replies: 22
Views: 4275

Re: Bot "Minimum Operation Time"


>snip for brevaty<


If I understand your post correctly then you are saying that the "minimum" is the time before it *can* recharge.
Um, isn't that effectively the maximum before it *will* recharge?

Generally speaking, bots will drop what they are doing and recharge once they hit this number ...

Go to advanced search