Search found 13 matches

by jomama
Fri Feb 02, 2018 6:51 pm
Forum: Releases
Topic: Version 0.16.22
Replies: 7
Views: 14144

Re: Version 0.16.22

Yay! My first bug that I was the first to report has been fixed! I feel so special
by jomama
Fri Feb 02, 2018 1:31 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [16.21] Ghost-replaced turrets cannot be mined
Replies: 6
Views: 4946

[Rseding91] [16.21] Ghost-replaced turrets cannot be mined

Steps to repeat: Start new freeplay game Unlock all technologies Give self laser turrets, gun, ammo. Place laser turret Shoot and destroy laser turret Replace turret over ghost Right-click on turret - new turret cannot be mined! Other test methods and results: Having roboport robots replace turret r...
by jomama
Sat Jan 06, 2018 6:35 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 343896

Re: Friday Facts #224 - Bots versus belts

I try to avoid overusing logistics bots since they seem kind of cheaty, but I rely on them heavily for 4 key things: 1) supplying my character 2) supplying my tactical/non-automated trains with an assortment of goods (and using a blueprint of a constant combinator to change what's loaded onto the tr...
by jomama
Sat Jan 06, 2018 5:58 pm
Forum: Frequently Suggested / Link Collections
Topic: Higher Volume Conveyor
Replies: 4
Views: 4992

Re: Higher Volume Conveyor

I just had the same idea when thinking about the FFF 224 - bots versus belts. I say we revive this. Using chests to created some kind of bucketed belt takes care of the throughput problems by increasing the items/tile. It could also help UPS problems by grouping items together in a chest-like entity...
by jomama
Sat Dec 30, 2017 1:37 am
Forum: Duplicates
Topic: [0.16.8] Requester chests requiring reset
Replies: 0
Views: 598

[0.16.8] Requester chests requiring reset

Looks like existing requester chests aren't working properly until they're 'reset'. Logistics robots don't refill them until an action is taken that resets something about the chest status. Maybe related to the new buffer request flag. Below are the tests I've done. Assume that a requester chest exi...
by jomama
Sat Dec 10, 2016 9:12 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 73385

Re: Friday Facts #168 - Nightvision Nightmare

All for it, but this would require a seperate night vision goggle slot, next to the armor/tool bar. Perhaps the goggles in th top slot, below a button to turn them on/off? Should be possible, right? Oh absolutely. It would be so much easier if it had its own slot to equip/unequip or toggle on/off a...
by jomama
Sat Dec 10, 2016 6:13 pm
Forum: News
Topic: Friday Facts #168 - Nightvision Nightmare
Replies: 188
Views: 73385

Re: Friday Facts #168 - Nightvision Nightmare

It might be easier to satisfy all the different wants and make it more fun if the goggles became customizable like the armor. Different lenses, filters, electronics, and components like lamps could be researched, constructed, and swapped in and out. Heat- and night-vision could be stacked with the a...
by jomama
Tue Jul 12, 2016 4:13 pm
Forum: Implemented Suggestions
Topic: [0.13]Deactivating Train Stop via Network
Replies: 17
Views: 8858

Re: [0.13]Deactivating Train Stop via Network

Awesome! Love it! I did change it for myself though, so that it doesn't require a new entity and works with the normal train station. If they implement equivalent functionality in vanilla, I don't want to have to keep the mod or have to rebuild all my train stations in my saves. Cool that it works w...
by jomama
Fri Jul 08, 2016 2:35 pm
Forum: Implemented Suggestions
Topic: [0.13]Deactivating Train Stop via Network
Replies: 17
Views: 8858

Re: [0.13]Deactivating Station via Network

I put together a mod that changes the station name depending on circuit network input. Is your mod available for download? I also started looking at the API to figure out how to add/remove a period or underscore to the end of the name based on circuit condition. I wasn't having much luck finding th...
by jomama
Wed Jul 06, 2016 2:21 pm
Forum: Implemented Suggestions
Topic: [0.13]Deactivating Train Stop via Network
Replies: 17
Views: 8858

Re: [0.13]Deactivating Station via Network

If you REALLY-REALLY want to deactivate a station, you could just put a "puppet train" (locomotive and no carts) at your station which leaves only when certain circuit conditions are met (chests full). Yeah, I've considered doing this. I haven't because 1) like you said, it's not really e...
by jomama
Fri Jul 01, 2016 4:38 pm
Forum: Implemented Suggestions
Topic: [0.13]Deactivating Train Stop via Network
Replies: 17
Views: 8858

Re: [0.13]Deactivating Station via Network

If you're willing to install a mod (SmartTrains), then there are solutions to this -- albeit slightly more complex than what you have in mind. Check the link in my signature. I've looked at that, and it is definitely more complicated than what I was putting together! But I'm fine with having separa...
by jomama
Thu Jun 30, 2016 5:27 am
Forum: Implemented Suggestions
Topic: [0.13]Deactivating Train Stop via Network
Replies: 17
Views: 8858

[0.13]Deactivating Train Stop via Network

Summary: I want to be able to switch whether a station can be found by trains based on network condition. As was touched upon here (https://forums.factorio.com/viewtopic.php?p=164194#p164194) and a few other places, I thought we were going to be able to turn off a train station using network conditi...
by jomama
Wed Jun 29, 2016 5:17 am
Forum: Resolved Problems and Bugs
Topic: [0.13.0][posila] Glitched rail tile cannot be removed
Replies: 22
Views: 9537

Re: [0.13.0][posila] Glitched rail tile cannot be removed

Definitely can confirm this one. I have multiple .12 saves I could upload if it would help, but looks like someone else already loaded theirs. In every one of my saves it's the same thing: a piece of indestructible track right behind my single engine train (with no cargo wagons), wherever it was par...

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