Search found 216 matches

by mp0011
Mon Nov 19, 2018 12:26 am
Forum: Technical Help
Topic: What "Atlas Texture Size" really do?
Replies: 13
Views: 8704

Re: What "Atlas Texture Size" really do?

I have upgraded sience then (gtx 970), but I do not change my mind. My GPU is basically IDLE now while playing Factorio. I feel that on most non-gaming computers, even on "potato" laptops, it is similar - GPU is idle (or used far below its capabilities), while video memory bandwidth is bot...
by mp0011
Sat Aug 11, 2018 10:35 am
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 51357

Re: Friday Facts #255 - Construction tools

Sounds good, but for UNDO I would restrict it to current screen/view only. Even with long reach settings. I imagine situations, where I press CTLR+Z and nothing happened. Nothing near the player... But far away, in remote factory outpost, some crucial infrastructure element just gone out of existenc...
by mp0011
Tue Apr 03, 2018 6:34 pm
Forum: Ideas and Suggestions
Topic: Roll mods into the base game
Replies: 18
Views: 4651

Re: Roll mods into the base game

Those simple and not game-changing mods may and should be added. I do not think that anybody may lose interest in playing Factorio just because devs have added ability to do some basic stuff easier. But that's all, no big mod-packs or game changing stuff some players may want to add into core game.....
by mp0011
Tue Apr 03, 2018 1:05 pm
Forum: Ideas and Suggestions
Topic: Roll mods into the base game
Replies: 18
Views: 4651

Re: Roll mods into the base game

Stop minecraftizing Factorio. Core game MUST be kept simple (KISS principle). For everything else are mods - that's why they exist.
"Voting" for mod to import into vanila is also pointless. IF game has 1 000 000 user, how manu users should vote to implement mod into game?
by mp0011
Sat Mar 24, 2018 10:35 pm
Forum: Ideas and Suggestions
Topic: I need to know what goes on this belt right away
Replies: 4
Views: 1719

Re: I need to know what goes on this belt right away

Well, You may build some circuits to store last items that passed through the belt... Just be creative ;)
by mp0011
Sat Mar 24, 2018 6:54 pm
Forum: Ideas and Suggestions
Topic: Underwater Nodes
Replies: 10
Views: 3993

Re: Underwater Nodes

I prefer draining water from lake (closed and relatively small body of water) with pumps system, and then revealing underwater ores. As proposed in "water as resource" thread.
by mp0011
Sat Mar 24, 2018 6:21 pm
Forum: Ideas and Suggestions
Topic: Cargo planes
Replies: 19
Views: 9450

Re: Cargo planes

Koub wrote:One of the best necros so far, mate.
That's the internet forums paradox. Whatever You post, You either "should use searchbox & It was already posted many times", or "You should make new topic, instead digging this old one"...
by mp0011
Fri Mar 09, 2018 5:17 pm
Forum: Ideas and Requests For Mods
Topic: [mod request] export some data to file on regular intervals
Replies: 1
Views: 845

[mod request] export some data to file on regular intervals

I like Goole Maps Factorio Style mod (https://mods.factorio.com/mods/credomane/FactorioMaps), despite it's broken now (but, easy to fix). It miss however one "simple" feature, that is player tracker. If there were a mod, that in regular intervals or on some actions dumps to json file (or o...
by mp0011
Fri Mar 09, 2018 5:01 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Dude, where's my car?
Replies: 6
Views: 2691

Re: [Request] Dude, where's my car?

Here's my "Dude, where's my car" solution ;)

viewtopic.php?f=6&t=57025
by mp0011
Fri Mar 09, 2018 1:35 pm
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 42
Views: 16851

Re: Set splitter priorities with circuit network

Honestly, I would separate "regular" splitters from "smart" splitters. And, possibly, make smart ones bigger, eg. 2x2.
They are to powerful right now, after 0.16 changes...
by mp0011
Thu Mar 08, 2018 3:09 pm
Forum: Ideas and Suggestions
Topic: Block rail section based on train condition
Replies: 18
Views: 5931

Re: Block rail section based on train condition

You need something distinctive to handle all conditions, station (modded version of regular Train Stop) is a good object. Different graphic, invisible in schedule menu etc. Conditions interface similar to Locomotive, each condition can be true or false. Default penalty = 0 If condition is true, add ...
by mp0011
Thu Mar 08, 2018 2:40 pm
Forum: Ideas and Suggestions
Topic: Block rail section based on train condition
Replies: 18
Views: 5931

Re: Block rail section based on train condition

I am using dummy stations to force trains to take another way, but all trains are treated identically. If penalty for passing such station was calculated based on train status/length/conditions, it could be different for different trains, and that's something within modders reach... Train does pathf...
by mp0011
Thu Mar 08, 2018 12:59 am
Forum: Ideas and Suggestions
Topic: Clickable links in chat
Replies: 4
Views: 2165

Re: Clickable links in chat

Also: - accidental clicks on such links can cause Factorio to unexpectedly minimize, loose focus, load browser (that, with low ram, can take a while...), and load some page. Everything while player character is not controlled by the human. This may be problem, if You want eg. click something near ch...
by mp0011
Wed Mar 07, 2018 5:39 pm
Forum: Ideas and Suggestions
Topic: limit chests to one stack by default
Replies: 20
Views: 7495

Re: limit chests to one stack by default

Forcing all players to have 1 stack by default means, that other players would fall into opposite situation:
They may want to produce eg. lot of tracks, set up everything, just to find after quite long time, there is just a 1 stack of tracks instead of full chest...
by mp0011
Wed Mar 07, 2018 3:29 pm
Forum: Ideas and Suggestions
Topic: limit chests to one stack by default
Replies: 20
Views: 7495

Re: limit chests to one stack by default

We have option to limit default request to 1 item instead of stack, so.. why not?
OFC, disabled as default...
by mp0011
Wed Mar 07, 2018 10:03 am
Forum: Outdated/Not implemented
Topic: Set chain signals to red via circuit network
Replies: 95
Views: 26479

Re: Set chain signals to red via circuit network

Also, being able to read chain signals (including which ones are on blue) could open up some really interesting programming possibilities. Probably. Can't think of any right now but this is factorio and I'm sure someone will do something fascinating with that functionality :D I am quite sure You ca...
by mp0011
Sun Mar 04, 2018 8:24 pm
Forum: Implemented Suggestions
Topic: Wire your own power poles..
Replies: 6
Views: 9255

Re: Wire your own power poles..

Selvek wrote:Don't feel too bad. It took me about that long to figure out how to cancel deconstruction orders :)
I still do not know. Every time I just try all possible SHIFT/CTRL/ALT combinations until it works ;)
by mp0011
Sun Mar 04, 2018 7:41 pm
Forum: Implemented Suggestions
Topic: Circuit network connection to chain signals
Replies: 9
Views: 2984

Re: Circuit network connection to chain signals

Chain Signals can be read by network, but not closed...

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