Search found 27 matches
- Wed Jul 20, 2016 11:35 pm
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 29913
Re: Efficiency modules need a downside
Diminishing returns can be done without any arbitrary limits and tables and such: just make the efficiency modules multiplicative instead of additive. So if I have 2 tier 3 efficiency modules, it doesnt reduce power by .5+.5=100%, it reduces power by (1-.5)*(1-.5)=75%
- Wed Jul 20, 2016 3:09 am
- Forum: Combinator Creations
- Topic: Tetris... in Factorio?
- Replies: 50
- Views: 55448
Re: Tetris... in Factorio?
Actually, I really wouldn't worry about it. It has been demonstrated that in specific contexts, including those in which robots sometimes fight giant malevolent bugs, computers can only breach extradimensional space if they are aesthetically sinister (Clevinger, 2009). Sinisterness is incredibly dif...
- Fri Jul 08, 2016 2:40 pm
- Forum: Balancing
- Topic: Efficiency modules need a downside
- Replies: 62
- Views: 29913
Re: Efficiency modules need a downside
The problem with these proposals is that they ignore that all of these things are weighted differently, hence the reason for the "lopsided" modules in the base game. Energy is easier to come by, so efficiency modules have no downside, to make their use practical. Time is at a bit of a prem...
- Thu Jul 07, 2016 2:43 pm
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 14564
Re: Chaining wires for 0.13
Ooh, I also second (third?) moosfet's suggestion. I don't usually use stars, but when I do I prefer Dos Equos I use poles. And a chain that alternates between poles and other objects is practically always more legible going from pole to pole with side trips.
- Thu Jul 07, 2016 2:20 pm
- Forum: Not a bug
- Topic: [0.13.4] Enemies killing each other
- Replies: 2
- Views: 1179
Re: [0.13.4] Enemies killing each other
I'd say it's definitely a bug, but it's a bug with TheSAguy's mod, not with Factorio.
- Mon Jul 04, 2016 3:57 pm
- Forum: Implemented Suggestions
- Topic: [0.13.3] logic combinator
- Replies: 14
- Views: 5342
Re: [0.13.3] logic combinator
Hmm, I don't think your XOR works. If positive numbers are all TRUE, then 2 XOR 3 should be 0. You probably would need 4 combinators to do XOR (3 if A and B use the same signal). I think a superior schema would be to use 0 and 1, all using the same channel, where signals that don't conform are divid...
- Sun Jul 03, 2016 7:31 pm
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 14564
Re: Chaining wires for 0.13
Everyone (in this thread so far) seems to agree that wire chaining should return, including me.
It'd be cool if wire chaining was the default, but holding shift had the origin point not move, and if holding shift while disconnecting a wire allowed chain disconnects.
It'd be cool if wire chaining was the default, but holding shift had the origin point not move, and if holding shift while disconnecting a wire allowed chain disconnects.
- Sun Jul 03, 2016 4:12 pm
- Forum: Combinator Creations
- Topic: Factorio in Factorio v0.4
- Replies: 2
- Views: 3354
Re: Factorio in Factorio v0.4
I started labeling versions to keep track of everything! I feel so organized. v0.4 converted more of the arithmetic combinators to deciders, and added the ability of straight belts to act as T or + junctions. It turns outputting to multiple cells is harder than inputting from multiple cells, though,...
- Mon Jun 27, 2016 9:57 pm
- Forum: Combinator Creations
- Topic: Factorio in Factorio v0.4
- Replies: 2
- Views: 3354
Re: Factorio in Factorio
I fit the belts into a proper square tile, and fixed the flashy-annoying problem by changing the lights from the green wire to the red wire. This causes moving items to smear over 2 lights at a time for single tick, but it still looks good, and since the lights are for display anyway I figure it doe...
- Sun Jun 26, 2016 12:00 am
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 419542
Re: Combinators 101
I think that the signal from the other row/column defaults to +something instead of 0?DemiPixel wrote:That means any time something turned on in a row/column, everything would turn on in that row/column.DaveMcW wrote:Lamp Anything < 0 performs an OR for you. That is how the advanced digit displays work.
- Sat Jun 25, 2016 6:09 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 419542
Re: Combinators 101
Any idea how to do an integer OR? Ideally I don't want to do all 32 bits in separate combinators :P Pretty sure your choices are doing all 32 bits in separate combinators and doing each bit 1 after the other, which would be finicky to create and take a long time (in combinator terms. a couple of ti...
- Sat Jun 25, 2016 5:43 pm
- Forum: Not a bug
- Topic: Spliter not spliting when close to inserter
- Replies: 5
- Views: 2702
Re: Spliter not spliting when close to inserter
This isn't a bug. The fast serter is just picking up the plate before it goes through the splitter.
- Fri Jun 24, 2016 4:29 am
- Forum: Combinator Creations
- Topic: Factorio in Factorio v0.4
- Replies: 2
- Views: 3354
Factorio in Factorio v0.4
it can't be done Inspired by some comments in the Tetris in Factorio thread, I decided to take a swing at making a combinator Factorio. Or at least, combinator conveyor belts. I'll probably work out combinator miners, smelters, and assemblers pretty soon; they'll be put on this thread. If you want ...
- Wed Jun 22, 2016 11:41 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Colorblind Ores (1.0.1)
- Replies: 9
- Views: 9742
Re: [MOD 0.12.x] Colorblind Ores (1.0.1)
This thread has been a lifesaver for me, and I want to make a contribution: thicker green and red wires, installed in the same way as the white pollution (as green-wire.png and red-wire.png). The green wire is also much brighter so that it stands out from the background more, and slightly bluer to h...
- Wed Jun 22, 2016 8:42 pm
- Forum: Ideas and Requests For Mods
- Topic: Armour equipment and turrets
- Replies: 3
- Views: 1596
Re: Armour equipment and turrets
My guess is that it would not be super difficult. The easiest way, I think, would be to add an inventory slot for armor onto the turret, so that when you put power armor into the turret the turret gets the benefits of all the equipment. It might even be pretty easy to just add an actual armor slot f...
- Wed Jun 22, 2016 8:31 pm
- Forum: Ideas and Suggestions
- Topic: Expand Circuit Network's "Each"
- Replies: 12
- Views: 5248
Re: Expand Circuit Network's "Each"
One problem I've run into a lot is that I'll be doing some arithmetic to some set of signals, and I want to, say, divide each of by some unrelated changeable value X (which I represent with, say, the Blue signal). The way combinators are set up now, you can't avoid passing a value through, so i have...
- Wed Jun 22, 2016 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Steam achivements for colorblind
- Replies: 6
- Views: 3159
Re: Steam achivements for colorblind
I think that the vanilla textures should just be made more colorblind-friendly, period. The worst offenders for at least one red-green colorblind person (me), are the smart inserters vs normal inserters (I think I recall that smart inserters are being replaced by filter inserters, but if filter inse...
- Wed Jun 22, 2016 7:32 pm
- Forum: Gameplay Help
- Topic: How can i detect an inserter or pump is working ?
- Replies: 10
- Views: 4971
Re: How can i detect an inserter or pump is working ?
Actually, it's much easier than that: just route the chest's signal through a delay and check if they are equal, then (optional) invert the signal. This will generate a pulse every time the inserter moves something into or out of the chest. If you need a continuous signal, there are numerous ways to...
- Tue Jun 21, 2016 4:26 am
- Forum: General discussion
- Topic: Anyone feel sorry for the Biters?
- Replies: 11
- Views: 4741
Re: Anyone feel sorry for the Biters?
Not really. They're obviously some sort of gene-engineered ecoterrorist bioweapon, designed by a native mad scientist to wipe the sapient species out before they (the sapient species) killed the planet with pollution, probably hundreds of years ago. It explains How and why they reproduce so quickly ...
- Mon Jun 20, 2016 11:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Recursive Blueprints 0.2.0
- Replies: 53
- Views: 35953
Re: [MOD 0.12.x] Recursive Blueprints 0.2.0
With circuit network integration and blueprint duplication, you could absolutely make a true Von Neumann machine, making this ob jectively . You'd probably have to set copper and iron to Big, at least, and it would probably be horrendously wasteful resourcewise, but, it could definitely happen. The ...