Search found 65 matches

by TheVeteraNoob
Fri Oct 25, 2019 10:05 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 11431

Re: Friday Facts #318 - New Tooltips

Just some thoughts. 1. How about we display consumption on a single line. Like... Consumes: Wire: 4/Second Max Iron Plate: 2/Second Max Produces: Green Circuit: 2/Second Max Just saves a lot of vertical space on a complicated recipe. 2. What if with bonuses you had like... 10 + 50 = 60 explosive dam...
by TheVeteraNoob
Sat Feb 02, 2019 3:42 am
Forum: News
Topic: Friday Facts #280 - Visual Feedback is the king
Replies: 243
Views: 29952

Re: Friday Facts #280 - Visual Feedback is the king

Looks pretty great. What I've always wanted to see is the ability to create conditions within the train to see whether or not the train visits the next station. For example go to iron drop If the train got mixed ore in it for some reason
by TheVeteraNoob
Sat Jan 05, 2019 2:10 pm
Forum: News
Topic: Friday Facts #276 - Belt item spacing & Script rendering
Replies: 155
Views: 21567

Re: Friday Facts #276 - Belt item spacing & Script rendering

Am I the only one who doesn't understand how relying on gaps would make any difference at all to these detectors? It will only output a solid signal when 60i/s are passing through the belt. A simple counting circuit will count up at 60/s. Idk if it's the way other people did it. But the way I've alw...
by TheVeteraNoob
Sat Dec 01, 2018 1:22 am
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 15506

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

I think that this poster is a challenge to experienced factorio players to find everything that is wrong with it. Because there are quite a few. -Long inserter. Pointing out of a passive provider, also would never be able to connect. -Lubricant coming out of an oil refinery. Then gets heated up in a...
by TheVeteraNoob
Sat Oct 27, 2018 12:27 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 63590

Re: Friday Facts #266 - Cleanup of mechanics

Getting my unread two cents in here. I feel like if the goal is to simplify a little than assembler 1 should have 3 ingredients. Now you can suddenly automate assembler 1s, inserters and splitters. Without being able to automate slightly less necessary in early game assembler 2s, steam engines, and ...
by TheVeteraNoob
Fri Sep 28, 2018 10:43 pm
Forum: News
Topic: Friday Facts #262 - Hello my name is: Compilatron
Replies: 126
Views: 17756

Re: Friday Facts #262 - Hello my name is: Compilatron

For goodness sakes I don't care what you do. Just don't let that bot get in the way of placing things/walking.
by TheVeteraNoob
Sun Sep 16, 2018 2:45 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 37325

Re: Friday Facts #260 - New fluid system

Jap2.0 wrote:
Sun Sep 16, 2018 2:38 am
TheVeteraNoob wrote:
Sun Sep 16, 2018 2:36 am
Nobody ever reads my posts anyways.
Objection.
Sustained. You clearly proved me wrong.
by TheVeteraNoob
Sun Sep 16, 2018 2:36 am
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 37325

Re: Friday Facts #260 - New fluid system

Nobody ever reads my posts anyways. But I just had an epiphany. What if we only had one variable (fluid in pipe) that also encompasses pressure. It sounds similar to what we are doing currently. But what I'm proposing is a pretty substantial change in function. Biggest Change: every producer of flui...
by TheVeteraNoob
Sat Aug 11, 2018 4:17 am
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 18890

Creeping Features

Stupid feature just for requesting. You forgot Ctrl+y aka un-undo aka redo. Also what if clipboard blueprints were actually on the clipboard? I dunno if generation of blueprint strings is instant enough to be unnoticeable. But it would be kinda neat to copy paste from forums and other maps with one ...
by TheVeteraNoob
Sat Aug 04, 2018 10:40 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 28858

Knowing this will be buried.

Switch the queue to only support two or 3 researches. If the other players are anything like me. They HATE the Ides of lost efficiency between the researches. And it would also remove that annoying research oveerwriting that happens all the time online. But like.. don't get me wrong I'm with them. F...
by TheVeteraNoob
Sat Jun 30, 2018 2:53 am
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 23246

Just seems risky.

I feel like easily overwriting to the library isn't the way we should go. My proposed idea for the pile. -keep blueprint items: It is the most intuitive way to give blueprints to other players. Especially when you have a lot published. When it is given to another player or chest I think that the aut...
by TheVeteraNoob
Sat Feb 24, 2018 4:38 am
Forum: News
Topic: Friday Facts #231 - Belt compression & Crash log uploading
Replies: 89
Views: 19324

Re: Friday Facts #231 - Belt compression & Crash log uploading

How's about this idea to put on the pile. When factorio crashes it has the whole "factorio has crashed" kinda popup we all know and love. Then it has a check box saying automatically send crash reports. If the box is checked when you hit ok or close or whatever it will send. But unchecking will chan...
by TheVeteraNoob
Fri Aug 11, 2017 2:23 am
Forum: Ideas and Suggestions
Topic: Allow players to set the stack limit on nuclear plants
Replies: 3
Views: 576

Re: Allow players to set the stack limit on nuclear plants

I suppose that would be a much simpler solution to my problem. Thanks for that.
by TheVeteraNoob
Wed Aug 09, 2017 4:21 pm
Forum: Ideas and Suggestions
Topic: Allow players to set the stack limit on nuclear plants
Replies: 3
Views: 576

Allow players to set the stack limit on nuclear plants

TLDR: Title says it all. I want to be able to say only insert one item at a time into the nuclear plant. The situation: I have a "smart" nuclear power plant which more or less decides how many plants I want on at the same time. The problem is it will insert 6 fuel into the plant when it turns on and...
by TheVeteraNoob
Wed Aug 09, 2017 4:13 pm
Forum: Ideas and Suggestions
Topic: Disable Bots when moving faster than their top speed.
Replies: 0
Views: 216

Disable Bots when moving faster than their top speed.

TLDR: When you are moving faster than your bots current researched speed whether this is via train, car, or even legs, it should disconnect you from the network and prevents bots flying to nowhere and getting no battery. Its a common problem when bots fly away like that and it would be a solution wh...
by TheVeteraNoob
Wed Aug 09, 2017 4:08 pm
Forum: Ideas and Suggestions
Topic: Automated copy filters
Replies: 6
Views: 623

Re: Automated copy filters

You... Can? Shift right click and shift left click. You can drag the paste.
by TheVeteraNoob
Mon Aug 07, 2017 1:02 pm
Forum: Show your Creations
Topic: An exposition on storage silos
Replies: 3
Views: 2489

Re: An exposition on storage silos

Instead of using the 3:1 splitter on the input it would make nuch more sense to do the balancing logic via circuits. Something like "enabled if n< average". And had the chests outputting to a lane balancer. This way you could expand the buffers width without having to design a complex splitter. Howe...
by TheVeteraNoob
Sat Jul 22, 2017 3:55 am
Forum: News
Topic: Friday Facts #200 - Plans for 0.16
Replies: 129
Views: 34104

Re: Friday Facts #200 - Plans for 0.16

Fluid squashing?
by TheVeteraNoob
Sat Jul 15, 2017 1:15 am
Forum: News
Topic: Friday Facts #199 - The story of tile transitions
Replies: 51
Views: 13147

Re: Friday Facts #199 - The story of tile transitions

Instead of the 2 x 2 grids as suggested. How about .5 x .5 grids for water. I'm not too familiar with how the water generation techniques work. But you would then only need to make textures for, the water tiles, corners, and edges.
by TheVeteraNoob
Sun Jul 09, 2017 3:30 am
Forum: News
Topic: Friday Facts #198 - Rail segment visualisation
Replies: 116
Views: 23452

Re: Friday Facts #198 - Rail segment visualisation

Somebody beat me to the highlighting rails suggestion already. But how about this. The ends of the blocks have lines. And the color that the rails are highlighted is based on the signal (green red yellow blue). Won't look like a clowny at all when there are no trains. And it would be much easier to ...

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