Search found 43 matches
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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'
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'
- 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 ...
- 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
- 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 ...
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 ...
- 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.
- Sat Nov 23, 2024 2:27 am
- Forum: General discussion
- Topic: Space Age: What happened on Fulgora
- Replies: 6
- Views: 2201
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
On video ...
- 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
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
First things first, do you use the editor for troubleshooting your circuit? Especially tick related issues are hard to ...
- 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 ...
- 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 ...
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 ...