Search found 18 matches

by Mimp
Sat Jun 01, 2019 2:17 am
Forum: Ideas and Suggestions
Topic: Default Train waiting condition for the new temporary Station
Replies: 22
Views: 781

Re: Default Train waiting condition for the new temporary Station

Came to suggest this. I'd love to be able to have a UI that mimics the train schedule and be able to set a normal group of conditions that would always apply by default. I like the combination of wait until: * 30 seconds have passed * Passenger present This gives me time to exit the train and it'll ...
by Mimp
Wed May 01, 2019 3:31 am
Forum: Ideas and Suggestions
Topic: Show Logistic/Circuit conditions in tooltips.
Replies: 11
Views: 447

Show Logistic/Circuit conditions in tooltips.

TL;DR The tooltip below the minimap should display circuit or logistics conditions when you hover over a connected entity. What ? Seems like this information is readily available if you click the item (say an inserter) to pull up the properties. Why not save us a click and have it shown in the tool...
by Mimp
Sun Mar 17, 2019 12:51 am
Forum: Ideas and Suggestions
Topic: Include Cliff's in Deconstructor Trees/stone only
Replies: 2
Views: 136

Re: Include Cliff's in Deconstructor Trees/stone only

Pin-Lui wrote:
Wed Mar 13, 2019 2:02 pm
TL;DR
Include Cliffs into the Deconstructor Function Trees /stone only.
Came here to post this too.
by Mimp
Fri Sep 28, 2018 5:18 pm
Forum: Modding discussion
Topic: 0.17 Unit & AI additions
Replies: 36
Views: 6045

Re: 0.17 Unit & AI additions

I'm not a modder, please excuse my naivety. Would it be possible to use this new path finding for vehicles? Would "units" need to have a flag to allow them to be entered by forces? Could this open up the possibility for some gruesome creature spewing creatures?
by Mimp
Tue Feb 27, 2018 9:07 pm
Forum: Ideas and Suggestions
Topic: Module Ghosts in Assembling machines.
Replies: 6
Views: 859

Re: Module Ghosts in Assembling machines.

read "New toolbar proposal" I only see talk about ways to place ghosts without actually having the item, but I don't see any mention of ghosting modules to existing assemblers. Searching for module comes up empty for me. That's what I was thinking when I read impetus maximus's reply as well. To be ...
by Mimp
Sat Jan 27, 2018 6:12 pm
Forum: Ideas and Suggestions
Topic: Module Ghosts in Assembling machines.
Replies: 6
Views: 859

Module Ghosts in Assembling machines.

TL;DR We should be able to manually assign modules to assembly machines as ghosts without needing blueprints. Placing ghosts of modules shouldn't be restricted to blueprints. If we were able to [middle +, shift+, regular?] click on the module slot and select an appropriate module, (based on the cur...
by Mimp
Fri Jan 05, 2018 11:03 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 100155

Re: Friday Facts #224 - Bots versus belts

...if they are a good addition in terms of gamedesign, which they are most likely not. They're a great feature, I wouldn't have made it past the demo if not for the lure of being able to try them out. The reason I say they're great is they open up the option for players to play alternative ways; th...
by Mimp
Fri Jan 05, 2018 10:39 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 100155

Re: Friday Facts #224 - Bots versus belts

The big issue between bots and belts can be summed up in 3 words: Throughput. Throughput. Throughput. Bots can move the items. Belts can't. That alone is enough to put belts in the grave. Bots win hands down when it comes to the difficulty of setting up high throughput networks. When a belt network...
by Mimp
Fri Jan 05, 2018 9:50 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 100155

Re: Container belts

...but my favorite is a 'container belt' that carries small (maybe single-stack) containers that are either filterable and/or have an ID that can be read by inserters (similar to trains). That could help bridge the gap between belts (because they would be small and slow) and trains (it would allow ...
by Mimp
Fri Jan 05, 2018 9:26 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 100155

Re: Friday Facts #224 - Bots versus belts

there would need to be a splitter for going up and down on a layer of belts, and the top belts could easily drop onto a belt below and merge or overflow with that belt. timing the merge would be the tricky part. This totally makes me think of the path building system in Roller Coaster Tycoon, you c...
by Mimp
Fri Jan 05, 2018 9:22 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 100155

Re: Friday Facts #224 - Bots versus belts

What if bots were able to transport some items but not all? So you could update your lategame factory to move all your ores around with bots, but you'd still need belts for intermediates and science packs. Or unlockable research for each item or class of item adding greater cost to the logistics sy...
by Mimp
Fri Jan 05, 2018 8:33 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 100155

Re: Friday Facts #224 - Bots versus belts

I therefore suggest the real issue here is free infinite power through solar, that allows one-time cost to mitigate a whole aspect of Factorio gameplay. So all logistic bots need to be converted to either burner logistic bots or fuel cell logistics bots? Sounds good to me. Edit: Roboports for logis...
by Mimp
Thu Dec 21, 2017 10:00 am
Forum: Duplicates
Topic: [16.6] Rocks on water
Replies: 1
Views: 231

[16.6] Rocks on water

While this looks sorta cool, I don't think it was intended.
Image
by Mimp
Mon Dec 18, 2017 2:30 am
Forum: Duplicates
Topic: Multiplayer game on LAN server
Replies: 1
Views: 322

Multiplayer game on LAN server

I was playing on my server and removed a small power pole, the game crashed. It also crashed on the server itself. I've attached the logs/dumps from both my client and the server as well as the save game file from the server. I was the only one playing at the time. EdIt: I'm running Windows 10, serv...
by Mimp
Fri May 26, 2017 4:45 pm
Forum: Ideas and Suggestions
Topic: Server autosave on last player disconnect
Replies: 0
Views: 216

Server autosave on last player disconnect

TL;DR Server should have an option to automatically save the game file after the last player disconnects. What ? It can be hours before anyone returns to an empty server, during that time any number of things could happen causing the game state to be lost if the server isn't shut down correctly. Ha...
by Mimp
Sat Mar 04, 2017 12:28 am
Forum: News
Topic: Friday Facts #180 - Map interaction
Replies: 161
Views: 30643

Re: Friday Facts #180 - Map interaction

Fantastic job on this overhaul, I'm really looking forward to having it in game. I would like to suggest a Map View Mode where you can see the separated signal blocks of a train network with the corresponding colour indicating its status. I second this. I've had times where a signal got removed or n...
by Mimp
Fri Dec 30, 2016 5:33 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 488
Views: 129269

Re: Thank you (Make the dev-team happy today!)

Thanks for a great game, I just got Smoke me a kipper, I'll be back for breakfast, Raining Bullets and Lazy Bastard together for my first win. Totally worth the price of admission.
by Mimp
Fri Dec 30, 2016 1:15 am
Forum: News
Topic: Friday Facts #170 - Blueprint library GUI design and redesign
Replies: 70
Views: 17947

Re: Friday Facts #170 - Blueprint library GUI design and redesign

Welcome Norbert! Glad to hear the UI will be receiving some love. My desires on the blueprint window topic: - Organizable by the user, this structure should be modelled after the file system and really should be reflected in the files themselves. Backing it up manually and navigating it outside of F...

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