Search found 22 matches
- Fri Apr 28, 2023 5:44 pm
- Forum: Not a bug
- Topic: [1.1.81] Power poles fail to connect if ghost is inbetween
- Replies: 4
- Views: 896
Re: [1.1.81] Power poles fail to connect if ghost is inbetween
Testing in 1.0.0, this behaviour did not exist back then. It would simply prioritize the poles that existed and leave the ghost unconnected. I wonder what changed 1.0 test.png Edit - Back to 1.1.81: By the looks of it it may even prioritize connections to ghosts over real poles :shock: ghost prio.png
- Fri Apr 28, 2023 5:21 pm
- Forum: Not a bug
- Topic: [1.1.81] Power poles fail to connect if ghost is inbetween
- Replies: 4
- Views: 896
Re: [1.1.81] Power poles fail to connect if ghost is inbetween
That makes sense. I've just played the game for many years and never seen a build not work because of a ghost power pole, so I considered it to be a new behaviour. I have frankensteined many builds from partial stamps with and without construction robots for planning of builds, and never seen it not...
- Fri Apr 28, 2023 5:01 pm
- Forum: Not a bug
- Topic: [1.1.81] Power poles fail to connect if ghost is inbetween
- Replies: 4
- Views: 896
[1.1.81] Power poles fail to connect if ghost is inbetween
Hi, I just found a strange behaviour to power poles. I have always had the impression that power poles of all kinds will always connect in a way that makes them functional, but not always to every pole within reach. But I just experienced a substation wouldn't connect to another substation if there ...
- Wed May 15, 2019 1:35 am
- Forum: Ideas and Suggestions
- Topic: Hyper belts (new belt tier, not a straight upgrade)
- Replies: 6
- Views: 1874
Re: Hyper belts (new belt tier, not a straight upgrade)
I wonder if it could use a similar logic to either heat or fluids for item transport, such as only one type of item will fit on the line (no mixing). Then the items would be transported on a rail type of thing, instead of on a belt. Very futuristic and fast
- Wed May 15, 2019 1:23 am
- Forum: Ideas and Suggestions
- Topic: Major uranium ore sink
- Replies: 19
- Views: 5420
Re: Major uranium ore sink
The current uses are nukes, shells, projectiles, fuel cells. (did i miss any :P ) I think it fits in the role of research, both because it's cool, and a lot of real life physics research is based on atomic particles and/or radioactivity. It also sounds like something that will go fast, so maybe nucl...
- Wed May 15, 2019 12:40 am
- Forum: Ideas and Suggestions
- Topic: Stop Belt Immunity from drawing power constantly
- Replies: 3
- Views: 1402
Re: Stop Belt Immunity from drawing power constantly
Well yes, but I'm not reporting that issue, I'm referring to it. The one you link to states that the power drain cannot be stopped due to how armor grid works in it's current form, hence my suggestion to change it so the item (not the armor grid) in fact only uses power when the function is active. ...
- Wed May 15, 2019 12:27 am
- Forum: Ideas and Suggestions
- Topic: Stop Belt Immunity from drawing power constantly
- Replies: 3
- Views: 1402
Stop Belt Immunity from drawing power constantly
TL;DR Belt Immunity equipment should only draw power when on or near belts, to function similarly to other armor equipments, and save everyone some headaches, players and devs alike. What? The Belt Immunity equipment requires a constant stream of power, which makes it a uniquely weird part of the m...
- Tue May 14, 2019 11:52 pm
- Forum: Implemented Suggestions
- Topic: Add "Only 1 inbound train allowed at a time" checkbox for train stops
- Replies: 24
- Views: 7379
Re: Add "Only 1 inbound train allowed at a time" checkbox for train stops
I try to mitigate the issue by allowing x trains worth of stuff before it shuts off, the train station would become active when buffer gets low. The threshold could be 4 full trains worth of junk, which of course would require you to build a buffer able to hold that material, then shut off the stati...
- Thu May 09, 2019 2:28 pm
- Forum: Not a bug
- Topic: [0.17.37] Closing Discord crashes Factorio
- Replies: 2
- Views: 844
[0.17.37] Closing Discord crashes Factorio
As the title says,when I quit Discord by rightclicking the tray icon and clicking "Quit Discord", Factorio spits out an error message, while still actually working until I click Yes/No on the error box (related to this perhaps? https://forums.factorio.com/viewtopic.php?f=11&t=69785&...
- Fri May 03, 2019 2:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.8] Belt immunity equipment draining charge even when Power armor is not worn
- Replies: 4
- Views: 3412
Re: [0.17.8] Belt immunity equipment draining charge even when Power armor is not worn
I think this comes back to the fact that belt immunity equipment has a constant usage of 100kW, which to me doesn't make much sense for the following reasons: - It's the only piece of wearable equipment that drains power all the time - 100kW is quite a lot of power for a relatively small gain (I con...
- Mon Aug 06, 2018 12:38 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 83025
Re: Friday Facts #254 - No research queue for you
I don't think many cons on the research queue thing are relevant if it's an ADVANCED option you manually have to enable in a settings menu.
Done and done, right? Only con I see is that devs have to manage both instead of a single feature.
Done and done, right? Only con I see is that devs have to manage both instead of a single feature.
- Sun Jul 01, 2018 3:06 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 70320
Re: Friday Facts #249 - Dead end exploration
I like the idea of the blueprints in an 'explorer like' window. Essentially it would look similar to what it does now, just navigate better. With features such as: Navigation: - Easily make and navigate through folders - A saved blueprint will be on a local level (player) - Choose to export/share to...
- Fri May 11, 2018 5:04 pm
- Forum: News
- Topic: Friday Facts #241 - New player experience
- Replies: 117
- Views: 45864
Re: Friday Facts #241 - New player experience
The tutorial should explore basic concepts, one at a time. Perhaps in succession. Such as how to.. Generate materials (mining), then.. Move stuff around the map (via belts), then.. Set up smelting and basic automation, learn inserters, then.. Initiate research (objective: research one or a few basic...
- Wed Nov 09, 2016 9:31 pm
- Forum: Show your Creations
- Topic: Liquid sorting
- Replies: 10
- Views: 8030
Re: Liquid sorting
I tried different variations with loops and found a setup that works. Look closely at the pump arrangement. The key is to not use a pump between the input/loop intersection and the storange tank like in your setup. Nice stuff! Did you wire the pumps at all or are they just doing their thing? Edit: ...
- Sun Nov 06, 2016 6:50 pm
- Forum: Show your Creations
- Topic: Liquid sorting
- Replies: 10
- Views: 8030
Re: Liquid sorting
It seems so simple and impossible at the same time! I believe the intersection solution is perfect to solve any clutter of 0.0 fluids, but pumps draining to 0 and changing type is what breaks this one. And I can't figure it out :( I came to the same conclusion. It seems like it may be possible to g...
- Sat Nov 05, 2016 10:52 pm
- Forum: Show your Creations
- Topic: Liquid sorting
- Replies: 10
- Views: 8030
Re: Liquid sorting
Interesting setups! I'll check them in detail when I have time! :D I made it this far after trying 4 other possible setups: liquids.jpg The only problem I have is keeping fluids inside the first pumps at the 'sorter intersection'. Else I believe it works perfectly, except the circulation part in the...
- Fri Nov 04, 2016 11:42 am
- Forum: Show your Creations
- Topic: Liquid sorting
- Replies: 10
- Views: 8030
Re: Liquid sorting
I think the main problem is that units of fluid under 1, like 0,1 or 0.9 is not registered in the circuit network. Too small to pump around, too small to do anything with. It's just stuck. The coming fluid update should open possibilities. Then it can be sorted straight out of a fluid tank I think :)
- Fri Nov 04, 2016 9:17 am
- Forum: Show your Creations
- Topic: Liquid sorting
- Replies: 10
- Views: 8030
Liquid sorting
Hey guys. I don't know if it has any practical use in all your super factories, since I quickly get lost in the delicate details of the game :p But it seems I found a way to sort liquids. First experiment was a success, I ran 3 liquids through the same pipe that didn't clog up even once. The liquids...
- Fri Nov 04, 2016 4:13 am
- Forum: Combinator Creations
- Topic: Resource depletion detector
- Replies: 28
- Views: 16051
Re: Resource depletion detector
I let my trains automatically decide a station with available ore. I don't have any visual confirmation of depletion at this point, but it would be fairly easy I suppose. Picture of setup: post2.png The method is simply like this: - All iron ore stations named the same (in my case, 'Iron On'). Coppe...
- Sat Oct 22, 2016 6:46 am
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 115404
Re: Friday Facts #160 - Playtesting
Shift click (ghost placement) should go through trees and rocks as blueprints with shift do. I actually like the current ghost planning for rails etc. That way, I can see if I can build a rail without modifying terrain (trees, water, and so on). That's because I'm lazy! Though I can definitely see ...