Search found 118 matches

by EditorRUS
Wed Jun 13, 2018 12:55 pm
Forum: Ideas and Suggestions
Topic: Convert player, to roboport! ;)
Replies: 1
Views: 1026

Re: Convert player, to roboport! ;)

Plenty of mods to do this already: Nanobots, Bluebuild
by EditorRUS
Wed Jun 13, 2018 12:05 pm
Forum: Ideas and Suggestions
Topic: Inventory Sort (sidetracked by even splitting of items)
Replies: 12
Views: 5947

Re: Inventory Sort

Just split it in the chest. How would that solve anything? I mean, say you have 8 furnaces to fill. You split a stack of iron ore in half. Each half again. And again. And then you can simply Ctrl-Click through each furnace and be done with it. You cannot do this with autosort turned on because reas...
by EditorRUS
Wed Jun 13, 2018 11:40 am
Forum: Ideas and Suggestions
Topic: Inventory Sort (sidetracked by even splitting of items)
Replies: 12
Views: 5947

Re: Inventory Sort

There is a terrific mod for this already. Manual Inventory Sort I do agree this should be a part of vanilla game. There is an inventory auto-sort that you can turn on in the options somewhere. Autosorting is terrible when you want to manually distribute things between chests and such. There is Even ...
by EditorRUS
Tue Jun 12, 2018 5:51 pm
Forum: Ideas and Suggestions
Topic: Picking up chests after they're placed!
Replies: 5
Views: 2022

Re: Picking up chests after they're placed!

eradicator wrote:The only way to move a chest should be pushing it.
Image
Genius. Sokobantorio is the way to go.
by EditorRUS
Tue Jun 12, 2018 5:42 pm
Forum: Ideas and Suggestions
Topic: Matter and energy cannot be destroyed / Destroyed structures drop contents on the ground
Replies: 6
Views: 2304

Re: Matter and energy cannot be destroyed / Destroyed structures drop contents on the ground

The spill back then was an undesired effect when you tried to mine a chest without accounting for the contents. This is bad. This idea suggests returning this, uh, feature as an additional and highly undesired effect of destroying a container. Mining is always done by a player and should have no sur...
by EditorRUS
Tue Jun 12, 2018 2:17 pm
Forum: Ideas and Suggestions
Topic: Matter and energy cannot be destroyed / Destroyed structures drop contents on the ground
Replies: 6
Views: 2304

Matter and energy cannot be destroyed / Destroyed structures drop contents on the ground

TL;DR When a storage-like structure (chests, furnaces, turrets) is destroyed, the contents should be spilled on the ground rather than get miraculously destroyed without any consequences. What and why? This adds a hilariously annoying mechanic into the game that ensures that the player must be mind...
by EditorRUS
Thu Jun 07, 2018 5:00 am
Forum: Ideas and Suggestions
Topic: Circuit Network Information 2.0 - Open Your World
Replies: 8
Views: 5716

Re: Circuit Network Information 2.0 - Open Your World

It appears to me that the Devs want to make the game as minimalistic as possible. They will only implement an idea IF: 1. It cannot be reproduced using already existing features 2. It's a QoL improvement that cannot be implemented with mods. Most of those things you mentioned CAN be created, albeit ...
by EditorRUS
Mon Oct 30, 2017 9:25 pm
Forum: Frequently Suggested / Link Collections
Topic: Cable Resistance / Non-lossless Power Transmission
Replies: 16
Views: 19986

Re: Cable Resistance / Non-looseless Power Transmission

Minecraft's Industrial Craft implements this in a robust fashion: by sending "packets" of energy through wires. This could be used to implement this system, but it would suffer from the fact that unlike IC, there are many more active energy generators in Factorio per tick and the way they ...
by EditorRUS
Fri Oct 13, 2017 1:18 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 99
Views: 107759

Re: [MOD 0.14] AAI Programmable Structures

If you open the GUI of a Vehicle Deployer and limit the cells available to none and attempt to put a vehicle into the locked cell, it will crash with an obvious exception as you are trying to access non-existent entity.
by EditorRUS
Sat Jul 01, 2017 6:06 pm
Forum: General discussion
Topic: Five Ultimate Challenges, Kids
Replies: 9
Views: 9985

Re: Five Ultimate Challenges, Kids

(that's half the fun of a constricted base, to work out how to place things and work around obstacles) So you have never misplaced an inserter or a belt then? Because this challenge prohibits any kind of deconstruction. There is a reason why it is an "exercise in frustration". This also m...
by EditorRUS
Sat Jul 01, 2017 1:11 pm
Forum: General discussion
Topic: Is there a way to stop trees from removing polution
Replies: 10
Views: 5315

Re: Is there a way to stop trees from removing polution

Besides trees tiles also absorb pollution.

https://wiki.factorio.com/Pollution
Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.
So you need to also modify all tiles in the world.
by EditorRUS
Sat Jul 01, 2017 12:38 pm
Forum: General discussion
Topic: Smelters/Plastic need for full belt of blue circuits?
Replies: 9
Views: 5930

Re: Smelters/Plastic need for full belt of blue circuits?

I highly recommend using Helmod for calculations like that. Here you go https://vgy.me/bCho8S.png 4 lines of plastic, 24 lines of iron, 40 lines of copper. And a truly horrible amount of assemblers. As of electric furnaces, it depends on the layout. Unmodified furnaces: https://vgy.me/pzstdQ.png If ...
by EditorRUS
Sat Jul 01, 2017 10:44 am
Forum: General discussion
Topic: Five Ultimate Challenges, Kids
Replies: 9
Views: 9985

Five Ultimate Challenges, Kids

Pacifism Difficulty: HARD Prerequisites: No peaceful mode, Starting Area must be medium or less. Bans: 1. You may not destroy enemy spawners. To enforce this ban increase enemy spawner destruction evolution increase factor to a really high value so one destroyed spawner sets the evolution factor to...
by EditorRUS
Thu Jun 22, 2017 12:52 am
Forum: Ideas and Suggestions
Topic: Symbolic View of Circuit Network
Replies: 2
Views: 1506

Symbolic View of Circuit Network

TL;DR Add a less-beautiful-but-more-plain view for circuit networks. What ? Not only is working with circuit networks painful for your fingers now, fiddling with wires, but also pretty darn straining for your eyes as well. Red and green wires blend together, you can't see where anything goes and th...
by EditorRUS
Wed Jun 14, 2017 1:42 am
Forum: Combinator Creations
Topic: Simple[st] enrichment control system
Replies: 5
Views: 3293

Simple[st] enrichment control system

Multiplayer. 70 hours in, we've only discovered Kovarex enrichment process now. And we challenged each other to come up with a control system that uses the least amount of components. And I (sort of) won with this. https://vgy.me/kDcje8.png Left chest - input. Insert U-238 here. At least one cell mu...
by EditorRUS
Mon Jun 12, 2017 7:00 pm
Forum: This Forum
Topic: [mp4] and [webm] shouldn't just play the file
Replies: 6
Views: 3255

[mp4] and [webm] shouldn't just play the file

Please, add a play button or something.
by EditorRUS
Mon Jun 12, 2017 12:28 pm
Forum: Ideas and Suggestions
Topic: Don't stop music when on pause
Replies: 5
Views: 2187

Re: Don't stop music when on pause

That reminds me of this video
Sorry for responding with a video, but it really fits this thread
You should clearly understand now why this is a bad idea.
by EditorRUS
Mon Jun 12, 2017 12:22 pm
Forum: Ideas and Suggestions
Topic: [Long-term suggestion] Client-side mods
Replies: 4
Views: 2799

[Long-term suggestion] Client-side mods

Currently, as it stands, each player must download and activate all of the mods used by the host in multiplayer. However there are some mods that are non-game changing or only do things that can be replicated without this mod by players. Those mods are, in a sense, "client-side", that is, ...
by EditorRUS
Sun May 07, 2017 12:51 am
Forum: Not a bug
Topic: [0.15.?]: Steam Betas -- 0.15.*: Factorio experimental 0.15.9
Replies: 1
Views: 1099

[0.15.?]: Steam Betas -- 0.15.*: Factorio experimental 0.15.9

Image

Guys, I think there is something wrong in this picture, but I can't quite say what.
by EditorRUS
Tue Feb 07, 2017 3:59 am
Forum: Balancing
Topic: Balancing of Capacities of Containers
Replies: 67
Views: 36549

Re: Storage Capacity Imbalance

Firstly, this topic belongs to Balancing . Now, about the issue. You are right, this doesn't make much sense for train wagons to have lesser capacity than chests. Not only do they have less capacity somehow, but they also take up much more space. But I am willing to make a point here: train wagons a...

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