Search found 349 matches

by conn11
Sat Oct 24, 2020 9:55 am
Forum: Ideas and Suggestions
Topic: [QoL] Land mines throwing 'missing entity' alerts.
Replies: 1
Views: 80

Re: [QoL] Land mines throwing 'missing entity' alerts.

Without a bot network to replace them automatically, this is a relevant information. How else should the player be warned to replace the defenses (probably by building a bot network)? In don't really see the benefit of a toggling option, considering any option especially for highly specific things i...
by conn11
Fri Oct 23, 2020 6:21 am
Forum: Ideas and Suggestions
Topic: Hand crafting speed is partly wasted.
Replies: 3
Views: 125

Re: Hand crafting speed is partly wasted.

ssilk wrote:
Fri Oct 23, 2020 3:31 am
What mod does that?? :shock:
this could be Crafting speed research from Klonan himself.
by conn11
Sun Oct 18, 2020 2:34 pm
Forum: Ideas and Suggestions
Topic: Rocket Launch by Circuit Condition
Replies: 16
Views: 1578

Re: Rocket Launch by Circuit Condition

This is simple: you can add 10 inserters around the rocket launch, each picks up science packs from a chest. Don’t forget to switch their max. stack size to 10 each, and control them all with a circuit. When launch signal is send, all 10 inserters move at once, put each 10 science pack in and so yo...
by conn11
Sun Oct 18, 2020 2:31 pm
Forum: Ideas and Suggestions
Topic: Rocket Launch by Circuit Condition
Replies: 16
Views: 1578

Re: Rocket Launch by Circuit Condition

Firstly previously done test confirm your results. Having a delay between cargo insertion and launch would also do the trick. Povided enough inserters are in place. On the other hand not having full fish efficency might be an intended behaiviour.
by conn11
Fri Oct 16, 2020 9:22 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 50
Views: 4813

Re: Conditional stations in train schedule

Furthermore, refuelling should be the least problem, given 3 slots for nuclear fuel per locomotive.
by conn11
Tue Oct 13, 2020 6:53 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 147
Views: 15561

Re: Friday Facts #361 - Train stop limit, Tips and tricks

dgls wrote:
Tue Oct 13, 2020 1:59 pm
FactorioBot wrote:
Fri Oct 09, 2020 6:42 am
Here it is! (beep boop)

https://factorio.com/blog/post/fff-361
When download will be released?
Fryday Fact could be "Release Facts", and posted when the release is ready.
This would be quite redundant, given the fact releases are accompanied with changelogs.
by conn11
Fri Oct 09, 2020 8:27 am
Forum: Ideas and Suggestions
Topic: Electric Discharge Defense trigger on melee damage
Replies: 7
Views: 1231

Re: Electric Discharge Defense trigger on melee damage

knocking back the biters would be superbly useful Even if a knockback effect proves troublesome, a stun effect would be very useful for mitigating melee damage. The knockback and stun are implemented in 1.0; it's the auto-fire and potential acid cleaning that are concepts only. This is known. My po...
by conn11
Fri Oct 09, 2020 8:01 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 147
Views: 15561

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Glad to get some updates (and some more in the weeks to follow) on development. Limiting the train number per station should be interesting. I’m excited to play around with that. Together with some more map icons, logistics for spidertron and the upgrade for tip and tricks as well as the tutorials w...
by conn11
Thu Oct 08, 2020 5:21 am
Forum: Ideas and Suggestions
Topic: Electric Discharge Defense trigger on melee damage
Replies: 7
Views: 1231

Re: Electric Discharge Defense trigger on melee damage

I like this idea, knocking back the biters would be superbly useful if taking melee damage.
The discharge remote could and should still be kept if a more manual approach is preferred.
by conn11
Sat Oct 03, 2020 9:33 am
Forum: Ideas and Suggestions
Topic: Locomotive and Rail System
Replies: 4
Views: 182

Re: Locomotive and Rail System

Not that installing a mod is in any way difficult. Like ssilk said before, your suggestions would add stuff to trains without really changing anything fundemental. Besides what would I use manual only locomotives and rails out of a resource I can not automate for? The compartmentalized cargo wagon i...
by conn11
Fri Oct 02, 2020 9:54 am
Forum: Ideas and Suggestions
Topic: Spidertron Cargo
Replies: 4
Views: 229

Re: Spidertron logistic slots.

Good Suggestion.
In fact needed such, that it is already on the roadmap.
by conn11
Fri Sep 25, 2020 4:18 pm
Forum: General discussion
Topic: Do i need to mute the music in-game when posting youtube videos?
Replies: 10
Views: 508

Re: Do i need to mute the music in-game when posting youtube videos?

TheRangerLOL wrote:
Fri Sep 25, 2020 4:10 pm
starlinvf wrote:
Fri Sep 25, 2020 2:06 pm
At the rate things are going, Disney should just preemptively copyright claim everything.
So what happens if Disney copyright claim's Skynet?
World War III and the end of all further historical recordings.
by conn11
Wed Sep 16, 2020 7:15 am
Forum: Ideas and Suggestions
Topic: Chests of variable length
Replies: 6
Views: 209

Re: Chests of variable length

What would be the gameplay benefit above just placing single chest in a block. Convenience wise there is copy/past for filters and request (blueprints and the entity copy/cut paste) and the circuit network for addressing the whole chest block. Therefore I would see those tractable chest more of a po...
by conn11
Tue Sep 15, 2020 4:01 pm
Forum: General discussion
Topic: Any information about schedule / road-map?
Replies: 4
Views: 278

Re: Any information about schedule / road-map?

Not quite. Check the wiki out.
by conn11
Sun Sep 13, 2020 7:47 am
Forum: Ideas and Suggestions
Topic: Patrol mode for Spidertron
Replies: 16
Views: 490

Re: Patrol mode for Spidertron

Though I think this would be a great addition to vanilla, especially with the upcoming logistics slots (source: wiki)

For the meantime there is a mod for that.
by conn11
Thu Sep 10, 2020 8:11 am
Forum: Gameplay Help
Topic: Guns not Firing
Replies: 5
Views: 255

Re: Guns not Firing

Is this occurring with the space bar and c?
by conn11
Sat Sep 05, 2020 11:10 am
Forum: Ideas and Suggestions
Topic: Tighter GUI: smaller titles, smaller frames/bounding boxes
Replies: 3
Views: 128

Re: Tighter GUI: smaller titles, smaller frames/bounding boxes

You know, that you can drag and drop GUIs to any location an the screen?
by conn11
Sat Sep 05, 2020 7:07 am
Forum: General discussion
Topic: Reuse, Repurpose, Recycle tips and tricks
Replies: 7
Views: 588

Re: Reuse, Repurpose, Recycle tips and tricks

What about storying anything not recyclable in the wrecked spaceship. Provided youe aren't using it as warehouse.
by conn11
Wed Sep 02, 2020 4:36 am
Forum: Ideas and Suggestions
Topic: New Train stop condition: Next stop not deactivated
Replies: 10
Views: 466

Re: New train schedule wait condition: "Next station enabled"

Wich would make a train stacker viable. Simply put your problem is, you have multiple trains from multiple load stations basically scheduled for one (ore few) unloading station(s). You don't want trains to needlessly drive around and waste fuel. The depot you are suggesting seems to be a centralized...
by conn11
Tue Sep 01, 2020 9:29 pm
Forum: Ideas and Suggestions
Topic: New Train stop condition: Next stop not deactivated
Replies: 10
Views: 466

Re: New train schedule wait condition: "Next station enabled"

I think a pretty simple and elegant solution here is to add a wait condition that enables the expected behavior that trains do not skip to the next item in the schedule A train stacker would also achieve your desired goal, having a loaded train (technically a buffer) ready in some sort of depot (th...

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