Search found 8 matches

by MadOverlord
Wed Jan 11, 2017 1:49 pm
Forum: Ideas and Suggestions
Topic: The planet is round! / Map wrap-around
Replies: 5
Views: 1670

Re: The planet is round! / Map wrap-around

If you wrap the edges of the map, your planet is not round. It is a torus.

Mmmmm... Donuts....

:)
by MadOverlord
Tue Jan 10, 2017 1:15 pm
Forum: Combinator Creations
Topic: My first stab at a programmable factory
Replies: 11
Views: 3558

Re: My first stab at a programmable factory

Edit: i tried to work with your blueprint bit i get an error every time i try to put it on a blueprint ingame. My guess is that you need to install a mod. The most likely one is the "Text Plates" mod, which I used to label the layout. The other mods I have installed, which I don't use in ...
by MadOverlord
Fri Dec 30, 2016 5:04 pm
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 60514

Re: Circuit network features for 0.15

I started playing too late for the poll, but with respect to being able to set Assembler recipes, I would definitely like this as an endgame feature. One suggestion that might make implementation / use easier: do LRU or "smallest quantity" cache ejection when needed to open up a buffer slo...
by MadOverlord
Fri Dec 30, 2016 4:47 pm
Forum: Combinator Creations
Topic: My first stab at a programmable factory
Replies: 11
Views: 3558

Re: My first stab at a programmable factory

This is nice, I consider the factory done. It has high combinator count but that could be necessary in your case. I guess your second stab will be on a facory which that sets the recipes of assemblers? I prioritized clarity over combinator count. I am sure there are ways to reduce it considerably b...
by MadOverlord
Thu Dec 29, 2016 12:14 am
Forum: Combinator Creations
Topic: My first stab at a programmable factory
Replies: 11
Views: 3558

My first stab at a programmable factory

This was inspired by the many tutorials and examples out there that I stumbled across when I first started playing a couple of weeks ago. I apologize for not keeping track of the links so I can give proper credit to those whose cleverness was so helpful -- and I would greatly appreciate any suggesti...
by MadOverlord
Wed Dec 28, 2016 4:06 pm
Forum: Ideas and Suggestions
Topic: A couple of trivial UI improvement suggestions
Replies: 6
Views: 1335

Re: A couple of trivial UI improvement suggestions

You can remove electric (copper, brown) wires from electric poles and have only red and/or green wires on poles. However I do not know what happens when such blueprints are thrown in environment where there are other electric poles. There is no question that you can use the electric power poles; su...
by MadOverlord
Wed Dec 28, 2016 6:01 am
Forum: Ideas and Suggestions
Topic: A couple of trivial UI improvement suggestions
Replies: 6
Views: 1335

Re: A couple of trivial UI improvement suggestions

You can run wires on electric poles to run them over distances. Yes, but it doesn't lay out as neatly, and mixing electricity and signals can get confusing (plus, keeping them separate means you can reconfigure them independently). So what I came up with (for short wiring runs in my circuits) was t...
by MadOverlord
Wed Dec 28, 2016 5:04 am
Forum: Ideas and Suggestions
Topic: A couple of trivial UI improvement suggestions
Replies: 6
Views: 1335

A couple of trivial UI improvement suggestions

I am but a newb, so please be gentle with me, and enlighten me if I have missed a previous discussion of these (or a simple solution that already provides the functionality described). After playing with Factorio for a week or two, here are a few (hopefully) trivial UI improvements that (hopefully) ...

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