Search found 117 matches
- Sun Jun 12, 2016 10:11 pm
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 14219
Re: Trains reserve paths by segments instead of blocks
In real life, trains manage to make do without such intersections, and instead run trains in both directions on a single track. So why are dual tracks required in Factorio? because IRL we have scores of people full-time employed to manage rail lines and schedules to make sure trains are using the t...
- Sun Jun 12, 2016 8:20 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: The kilobase
- Replies: 11
- Views: 11453
Re: The kilobase
Of course all this requires long handed inserters and mixed belts, which you do not want for some reason. Way to make it difficult for yourself :). Decide on your challenge goals. ... Any specific creative factory style that might me ineffiecient but still cool There we go. My challenge is to do aw...
- Sat Jun 11, 2016 9:35 am
- Forum: Ideas and Suggestions
- Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
- Replies: 48
- Views: 21463
Re: Request blueprint materials from logistic system
Honestly, even without the logistics slots holding a blueprint, I'd be happy with 'drag blueprint to empty logistics slot, it adds ingredients of blueprint to your logistics requests' - it would just stop adding ingredients when you run out of logistics slots - and if you run out of inventory, well,...
- Sat Jun 11, 2016 2:22 am
- Forum: Won't implement
- Topic: Entity/component model in prototypes
- Replies: 15
- Views: 9143
Re: Entity/component model in prototypes
People are always taught in school that linked lists are better suited for insert/remove because they're O(1) instead of O(n) off topic: eehhhhhh... it's O(1) to insert, sure, but finding/deleting is O(n) (because to delete a particular item you have to find it). but this does nothing to change you...
- Fri Jun 10, 2016 8:57 pm
- Forum: Balancing
- Topic: Research Logistics Chest Unlocks
- Replies: 6
- Views: 3671
Re: Research Logistics Chest Unlocks
You *are* the second chest (the requester) when you unlock logistics robots.
- Fri Jun 10, 2016 8:46 pm
- Forum: News
- Topic: Friday Facts #142 - Playtesting
- Replies: 132
- Views: 66575
Re: Friday Facts #142 - Playtesting
Much like a few youtubers I've seen, my late game armor use involves multiple sets of Power Armor Mk II that I swap out for different reasons. But I can't quick-swap by dragging from inventory to armor slot. I have to remove the old armor and put on the new armor because *everything except armor* sw...
- Fri Jun 10, 2016 7:31 am
- Forum: Modding discussion
- Topic: Will this be Possible in 0.13?
- Replies: 6
- Views: 2163
Re: Will this be Possible in 0.13?
guess no then?
- Fri Jun 10, 2016 6:03 am
- Forum: Show your Creations
- Topic: Beautiful pattern from pollution values
- Replies: 7
- Views: 4447
Re: Beautiful pattern from polution values
"progress" is spelled "p-o-l-l-u-t-i-o-n"
- Thu Jun 09, 2016 11:42 pm
- Forum: Implemented mod requests
- Topic: Full access to prototype info at runtime
- Replies: 19
- Views: 6063
Re: Full access to prototype info at runtime
except I think Rseding91 was saying there isn't even an obvious definition of "everything" since not all the points are simple variables on simple objects. What does "expose everything" mean if a bunch of the things people ask for one at a time happen to require new code to make ...
- Thu Jun 09, 2016 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Make dumb inserters less smart
- Replies: 8
- Views: 2914
Re: Make dumb inserters less smart
But smart inserters are zombies right now. The dead that just don't know it. In 0.13 they go poooof.
- Wed Jun 08, 2016 10:54 pm
- Forum: Implemented mod requests
- Topic: Full access to prototype info at runtime
- Replies: 19
- Views: 6063
Re: Full access to prototype info at runtime
In my 24 of professional development experience, I have identified the following rule: "someone else's code is always easy to modify, even if they say it isn't."
- Wed Jun 08, 2016 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Red and Green Wire Lost Forever?
- Replies: 4
- Views: 2406
Re: Red and Green Wire Lost Forever?
He makes up for it by getting free red and green wire when they're part of a blueprint
- Wed Jun 08, 2016 8:13 am
- Forum: Implemented Suggestions
- Topic: New blueprint type item
- Replies: 1
- Views: 1158
Re: New blueprint type item
Would you settle for a mod that does that?
viewtopic.php?f=92&t=14781
viewtopic.php?f=92&t=14781
- Wed Jun 08, 2016 2:13 am
- Forum: Modding discussion
- Topic: Will this be Possible in 0.13?
- Replies: 6
- Views: 2163
Will this be Possible in 0.13?
So I noticed there was an expanded interface for circuit network connectivity stuff. Does that mean it will possible to make new types of combinators in 0.13? For example, an arithmatic that knows modulo, or deciders that do logic gate operations? I'm hopeful for the possibilities, but I wonder abou...
- Tue Jun 07, 2016 3:57 am
- Forum: This Forum
- Topic: spam idea?
- Replies: 1
- Views: 1139
spam idea?
Because our moderators don't have enough to do(*): I for one would be fine with removing the "no link in first post" restriction and replacing it with "your first post goes to moderation. you can't make a second post unless the first post was approved" Then again, blah. I guess i...
- Tue Jun 07, 2016 2:42 am
- Forum: General discussion
- Topic: About Modules & Furnaces - Checking My Arithmetic
- Replies: 14
- Views: 8091
Re: About Modules & Furnaces - Checking My Arithmetic
Basically the two possible ideologies are: A hybrid of any sort (like Solar Power with PM3/SM3s OR Steam with EM3) will pretty much defy logic because they are not really meant to work together, because the benefits cancel each other out. I'm pretty sure you're presenting a false dichotomy. I'm not...
- Mon Jun 06, 2016 6:46 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 86865
Re: Friday Facts #141 - Mod Portal
I didn't lose my first post, *even though it had a link* - the board told me to edit my post. So I edited it. I would have had to willfully ignore any feedback from hitting 'submit' to actually lose my post.
- Mon Jun 06, 2016 6:44 pm
- Forum: General discussion
- Topic: Lazy Bastard Achievement - No hand crafting challenge
- Replies: 62
- Views: 106910
Re: Lazy Bastard Achievement - No hand crafting challenge
Ironically, you have to be anything BUT a lazy bastard to get this achievement. So much running around hand-filling machines and reusing machines in different places until you get the assemblers going.
- Mon Jun 06, 2016 3:41 pm
- Forum: General discussion
- Topic: About Modules & Furnaces - Checking My Arithmetic
- Replies: 14
- Views: 8091
Re: About Modules & Furnaces - Checking My Arithmetic
There's a limit to how much you expand furnace lines - when you hit blue belt compression, it's time to start a new belt next to it, which can then expand to the same length. WIthout modules, it's like 72 furnaces (Fe and Cu, not steel, of course) - 36 on each side. If this is really pumping out 6x ...
- Sun Jun 05, 2016 1:57 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Fusion Reactor
- Replies: 45
- Views: 34741
Re: [MOD 0.12.x] Fusion Reactor
as fusion reactors in real life have very few waste products Though that might just be a by product of them still costing more energy than they produce, and being unable to sustain fusion for more than a few seconds :) Certainly, *in principle*, we won't have much pollution from fusion, but we don'...