Search found 43 matches

by feng
Tue Jan 14, 2025 6:27 pm
Forum: Ideas and Suggestions
Topic: Decider combinator should have ability to output "constant"
Replies: 14
Views: 898

Re: Decider combinator should have ability to output "constant"


The more we integrate such "redundant" pieces of the circuit network, the more we move away from the need to have multiple pieces with distinct functionality in the first place. Basically, why even have 4 types of combinators at all? Why not go about things the way Mindustry works, as an example ...
by feng
Wed Dec 11, 2024 3:08 pm
Forum: Gameplay Help
Topic: Decider combinator weird "anything" output
Replies: 9
Views: 688

Re: Decider combinator weird "anything" output

I had some similar issues some weeks ago and reported a bug. Thanksfully I got an explanation from boskid how the new deciders work in 2.0:

Deciders have 2 operation modes:
- 'normal' mode:
normal mode is active when there is NO 'each' condition on input side. So only when using 'Any', 'Everything ...
by feng
Sun Dec 08, 2024 12:40 pm
Forum: Ideas and Suggestions
Topic: Train Station reservation option by interrupts
Replies: 11
Views: 1332

Re: Train Station reservation option by interrupts


The interrupt system really feels like they wanted players to run trains in a very specific manner.


Exactly, they even wrote it in one of their FFFs that you need a depot for catching the overloaded trains...


So we just added a special interrupt condition called "Destination full", which ...
by feng
Wed Dec 04, 2024 10:44 pm
Forum: Ideas and Suggestions
Topic: Decider combinator should have ability to output "constant"
Replies: 14
Views: 898

Re: Decider combinator should have ability to output "constant"

/sign

I would also like to see the ability to change the sign of a number on outputs. Lets ban all those arithmetic combinators 'Each * -1' :roll:
by feng
Mon Dec 02, 2024 11:36 am
Forum: Ideas and Suggestions
Topic: Train Station reservation option by interrupts
Replies: 11
Views: 1332

Re: Train Station reservation option by interrupts

I just opened forum now because I wanted to make a suggestion thread about the exact same thing. Giving us a checkbox on train station targets to get reserved when being part of a schedule and a train is en route. Something like "Reserve Station Slot before approach" checkbox on every target station ...
by feng
Tue Nov 26, 2024 10:46 pm
Forum: Ideas and Suggestions
Topic: Reduce Belt Immunity power draw and/or make it cost power only when on a belt
Replies: 9
Views: 704

Re: Reduce Belt Immunity power draw and/or make it cost power only when on a belt

I would like to see a belt immunity mk2 that only activates when running AGAINST a belt direction or standing on a belt and is disabled when running along belt direction :D
by feng
Tue Nov 26, 2024 2:09 pm
Forum: Ideas and Suggestions
Topic: Add special signals that do not sum up on wires and inputs
Replies: 0
Views: 156

Add special signals that do not sum up on wires and inputs

TL;DR
New special signals (i.e. something like the blueish A-Z0-9) should be treated separately and not merge. That would lead to better signal handling on bus systems and when working with IDs.


What?
Especially when working with IDs like on trains or on train stations it doesn't make sense ...
by feng
Mon Nov 25, 2024 3:01 am
Forum: Ideas and Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 22
Views: 1781

Re: Add setting to hide unresearched items/recipes in factoriopdia

Its bugs me everytime when I open factoriopedia. I dont want spoilers of what nice new stuff is coming on next planets. I try not to look at those new bling bling icons but seriously... nobody wants spoilers. So please give us an option to hide unresearched stuff. Shouldnt be a big thing to code.
by feng
Sat Nov 23, 2024 2:27 am
Forum: General discussion
Topic: Space Age: What happened on Fulgora
Replies: 6
Views: 2201

Re: Space Age: What happened on Fulgora

AdamK wrote: Sun Nov 10, 2024 3:58 pm Space Age: What happened on Fulgora
Humanity :mrgreen:
by feng
Thu Nov 21, 2024 4:54 pm
Forum: Pending
Topic: [2.0.18] Right Mouse Button not constantly registered on deconstruction?
Replies: 2
Views: 275

Re: [2.0.18] Right Mouse Button not constantly registered on deconstruction?

Im on 2.0.20 now and its not happening anymore. Can't really say if it was a mouse problem within windows or something with the game. I will keep an eye on it.
by feng
Thu Nov 21, 2024 1:43 am
Forum: General discussion
Topic: Golden Circuit Boards! Finally found...
Replies: 1
Views: 562

Golden Circuit Boards! Finally found...

Just finished my work on my scalable dynamic assembler array and I got rewarded by Factorio with golden circuit boards! HURRRAYYY! :D

Its so secret I couldnt even make a screenshot of it, but I caught it on video.

Watch the tooltip at the right side.

https://www.youtube.com/watch?v=ojzbmiX0cS0 ...
by feng
Sat Nov 16, 2024 6:42 pm
Forum: Gameplay Help
Topic: Update placed blueprint copies by editing original blueprint?
Replies: 2
Views: 240

Update placed blueprint copies by editing original blueprint?

Is it possible to edit the blueprint in your blueprint library and have all placed copies in the world that use that blueprint updated (via ghost objects).

Im placing lot of train stations via blueprints and now considering to add a sirene circuit for alerting on empty storages. What is the best ...
by feng
Fri Nov 15, 2024 5:48 pm
Forum: Pending
Topic: [2.0.18] Right Mouse Button not constantly registered on deconstruction?
Replies: 2
Views: 275

[2.0.18] Right Mouse Button not constantly registered on deconstruction?

Sometimes when deconstructing placed items like belts or whatever by holding right mouse button and moving player (for removing multiple belts in a row), it seems that there are interruptions in registering the right mouse button, so it stops deconstruction. See video for demonstration.

On video ...
by feng
Fri Nov 15, 2024 1:32 am
Forum: Combinator Creations
Topic: Factory of the Future: A Dynamic Mall
Replies: 6
Views: 1897

Re: Factory of the Future: A Dynamic Mall

Better open a new thread in gameplay help to discuss your problem or have a look at my blueprint some threads below here. This thread should be more focused on Xardasdm creation :D
by feng
Thu Nov 14, 2024 11:28 pm
Forum: Combinator Creations
Topic: Factory of the Future: A Dynamic Mall
Replies: 6
Views: 1897

Re: Factory of the Future: A Dynamic Mall

If you dont want to overfill the machine with material then limit the inserters to add only the amount of materials as needed.
I used that method at my Multi-Assembler setup. You know that you need 100 gears? Then set memory cell with 200 iron plates and et voila, your machine will only produce 100 ...
by feng
Wed Nov 13, 2024 11:21 pm
Forum: Not a bug
Topic: Trash Unrequested ignores inf. maximum
Replies: 21
Views: 1645

Re: Trash Unrequested ignores inf. maximum


Also bear in mind a maximum of infinity is the default value, and having trash unreqyested remove extra makes sense as a default.


yes, it makes sense that unrequested items get removed to trash as default, but I would prefer that maximum count would just adjust to minimum count as default then ...
by feng
Wed Nov 13, 2024 6:46 pm
Forum: Not a bug
Topic: Trash Unrequested ignores inf. maximum
Replies: 21
Views: 1645

Re: Trash Unrequested ignores inf. maximum


I am aware of this behavior because it was explicitly requested to work that way and so this a Not a bug.


Wanted to report that too. What is the point to set something from 100-infinity if the behaviour is NOT the expected 'keep 100 to infinity items in inventory before sending to trash'? Some ...
by feng
Sun Nov 10, 2024 12:08 pm
Forum: Combinator Creations
Topic: logic system help: releasing train from station when "done"
Replies: 2
Views: 581

Re: logic system help: releasing train from station when "done"

If i understood you correctly your problem is that the train arrives and gets sent off instantly because the circuit needs some ticks to realize it has requested items to unload.

First things first, do you use the editor for troubleshooting your circuit? Especially tick related issues are hard to ...
by feng
Sat Nov 09, 2024 7:03 pm
Forum: Combinator Creations
Topic: Single Assembler for all Items and its Intermediates (Belt version, for early game)
Replies: 0
Views: 890

Single Assembler for all Items and its Intermediates (Belt version, for early game)

I've built an assembler circuit which is able to produce all recipes (including recipes with fluids). You only need to supply the resources an assembler cannot produce itself (fluids, ores, smelter products etc.). Its a belt version, so you can use it as soon as you have red and green science packs ...
by feng
Thu Nov 07, 2024 5:56 pm
Forum: Not a bug
Topic: [2.0.15] Inserter unloads modules when set recipe is incompatible
Replies: 3
Views: 398

[2.0.15] Inserter unloads modules when set recipe is incompatible

Idk if its a bug or a forgotten behaviour which seems unsuitable for 2.0.

When using assemblers with productivity modules and producing intermediate items like copper wires, all works fine. But as soon as you change recipe with a signal to an end product like laser turrets, the productivity modules ...

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