Search found 17 matches

by NitrousWolf
Sat Apr 30, 2016 9:27 am
Forum: Ideas and Suggestions
Topic: A modest proposal
Replies: 3
Views: 1460

Re: A modest proposal

But... alienreactor.jpg Alien tech already produces energy. We just need a way to turn the personal reactor into a base reactor :D Maybe each personal reactor can be placed either in the world or in your suit or make it a separate item (just like solar panels) and have a craftable base reactor using...
by NitrousWolf
Mon Apr 18, 2016 10:05 pm
Forum: Resolved Problems and Bugs
Topic: Error when placing coins in smart check on "tight spot"
Replies: 5
Views: 3908

"Tight Spot" Campaign error when all Money is used

This is the same console error observed by this https://forums.factorio.com/viewtopic.php?f=7&t=23731&hilit=tight+spot but with more serious repercussion since it can arise from just regular play trying to complete the level I managed to get so close finishing on level 3 of the Tight Spot Ca...
by NitrousWolf
Wed Mar 30, 2016 4:59 pm
Forum: Show your Creations
Topic: A simple sensor for keeping belts moving
Replies: 12
Views: 8060

Re: A simple sensor for keeping belts moving

As the sensor chest fills up activate more of the into-storage inserters. As the sensor chest empties, deactivate the into-storage chest inserters. Ooh so by having graduated levels of response you could get a more corrected flow to storage rather than flip flopping between storing everything and t...
by NitrousWolf
Tue Mar 29, 2016 10:37 pm
Forum: Show your Creations
Topic: A simple sensor for keeping belts moving
Replies: 12
Views: 8060

Re: A simple sensor for keeping belts moving

Im glad this discussion helped someone. I won't hesitate to share my next creation :P
by NitrousWolf
Tue Mar 29, 2016 9:48 pm
Forum: Show your Creations
Topic: A simple sensor for keeping belts moving
Replies: 12
Views: 8060

Re: A simple sensor for keeping belts moving

DerivePi: That's certainly one of doing it with no need for a sensor. Your method however will shove half of you plate and ore into storage during peak demand only to take it back out again which is a little wasteful of energy (would you consider using xknights belt/splitter suggestion mentioned in ...
by NitrousWolf
Tue Mar 29, 2016 4:51 pm
Forum: Show your Creations
Topic: A simple sensor for keeping belts moving
Replies: 12
Views: 8060

Re: A simple sensor for keeping belts moving

Thanks for the responses guys. I don't often talk about what I'm doing in factorio so it's nice to get a few different points of view on stuff :) Have you considered an ->>>>underground belt | slow inserter | smart chest | fast inserter | Underground belt return >>>>>? If the smart chest has more th...
by NitrousWolf
Mon Mar 28, 2016 4:18 am
Forum: Show your Creations
Topic: A simple sensor for keeping belts moving
Replies: 12
Views: 8060

A simple sensor for keeping belts moving

I just felt a little proud about my smeltery for a moment sitting back admiring it so I thought I'd start breaking it down into bitesize chunks and explain them (showing it off basically :P). Below is one chunk I call The Blockage Sensor. It samples the flow of product on a belt and if it detects a ...
by NitrousWolf
Thu Mar 24, 2016 1:34 am
Forum: Ideas and Suggestions
Topic: A more intuitive way to place a wire from 1 object to many
Replies: 3
Views: 1590

Re: A more intuitive way to place a wire from 1 object to many

Oh right, thanks for that info ssilk. Factorio team are always a step ahead :P
by NitrousWolf
Thu Mar 24, 2016 1:22 am
Forum: Implemented Suggestions
Topic: [Suggestion] Train waypoints
Replies: 14
Views: 6845

Re: [Suggestion] Train waypoints

After extensively playing around with trains in my current playthrough I can't say I have encountered the problem that the OP states however I am all for the pass through station idea as another tool in the trainset toolbox. So the player can set an toggle on the train route for whether it actually ...
by NitrousWolf
Thu Mar 24, 2016 12:48 am
Forum: Ideas and Suggestions
Topic: A more intuitive way to place a wire from 1 object to many
Replies: 3
Views: 1590

A more intuitive way to place a wire from 1 object to many

First off I love the Factorio control scheme as weird as it is. It feels natural to play, for me. All except for wire placement, which feels a little cumbersome. I assume that for most players it is straight-forward to just run from A to B connecting everything in one go with the wire dragging manic...
by NitrousWolf
Sat Nov 01, 2014 9:19 am
Forum: Duplicates
Topic: An invalid placement warning sound is played for all players
Replies: 1
Views: 2165

An invalid placement warning sound is played for all players

Simple thing really, when you place any object down where it is an invalid placement (such as a mining drill on top of another mining drill), the other players will hear the warning sound that occurs for the first player
by NitrousWolf
Sat Nov 01, 2014 9:10 am
Forum: Resolved Problems and Bugs
Topic: Possible desync bug with combat
Replies: 9
Views: 4795

Re: Possible desync bug with combat

I encountered this playing 2 player Multiplayer (same room), where one was win32 and other was win64. For us it would occur when a player shot a biter or the other player. We both had the same player name (set when you log in for the first time and changed from Options > Other) For us, the problem w...
by NitrousWolf
Tue Oct 28, 2014 1:56 pm
Forum: Ideas and Suggestions
Topic: Mining and Resource-Harvesting Robots
Replies: 16
Views: 8335

Re: Miner Bots

ssilk wrote:And you mean, that if you do that with bots, they won't do that? :)
Yeah the bots are still screwed if they encounter biters
:-P
Maybe one day bots will flee from biters and you might want to send these bots out to dangerous places
by NitrousWolf
Tue Oct 28, 2014 12:23 am
Forum: Ideas and Suggestions
Topic: Mining and Resource-Harvesting Robots
Replies: 16
Views: 8335

Re: Miner Bots

I like the idea that you could use the bots to mine the no-mans land between your fortifications and the biter nests. :) Currently if you were to mine no-mans land with logistics bots, an active provider chest and a mine they would quickly get swarmed with biters as the mine is stationary and giving...
by NitrousWolf
Tue Oct 28, 2014 12:07 am
Forum: Implemented Suggestions
Topic: Better Display of Resources in the World Map
Replies: 11
Views: 7129

Re: Better Display of Resources in the World Map

I have to zoom right in in addition to hunching over my screen and stare intently as though I'm doing I crossword puzzle. This is what I am talking about :D I am assuming that means you have some form of colour blindness/deficiency It's nothing like a missing cone or anything, I just notice other p...
by NitrousWolf
Mon Oct 27, 2014 11:42 pm
Forum: Implemented Suggestions
Topic: Better Display of Resources in the World Map
Replies: 11
Views: 7129

Re: Better Display of Resources in the World Map

Cool, I'm glad it's not just me with this problem! I hadn't thought about additional ore types from mods, as I haven't tried them yet :P I can see the filtering option working best too and probably needs the least dev work out of the 3 options, just concerned it wont lend itself to displaying the ad...
by NitrousWolf
Mon Oct 27, 2014 10:10 pm
Forum: Implemented Suggestions
Topic: Better Display of Resources in the World Map
Replies: 11
Views: 7129

Better Display of Resources in the World Map

First off, greetings Factorio Forum! Secondly, I would like to put forth my [only] problem with Factorio: I hate "pixel hunting" in the World Map for resource deposits. I say hate because it detracts heavily from the almost constant fun of playing Factorio, which to me is investigating (ex...

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