Search found 94 matches

by ElderAxe
Wed Jul 06, 2022 11:27 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 185
Views: 48037

Re: 3 and 4 way intersections

Thanks Avona. The only difference I've noticed in our setups is that I had full-length train spacing on entrances and exits. I did another test with 2 car spacing signals on the entrance and the numbers were lower than the previous. Putting full-length spacing on the entrance significantly boosts Se...
by ElderAxe
Wed Jul 06, 2022 1:53 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 185
Views: 48037

Re: 3 and 4 way intersections

I have tested a slightly modified version of my "Almost squareabout OCD" blueprint with testbench 5.1.1. It would be nice if you update the post with the new numbers. Also, Darkelder is my previous nickname. It should be ElderAxe as well. almost-squareabout-ocd.png 0eNqtXVtvnLkN/SvGPNuGRN3...
by ElderAxe
Sat May 22, 2021 2:28 am
Forum: Not a bug
Topic: Production Stats window filter shows irrelevant results
Replies: 2
Views: 448

Production Stats window filter shows irrelevant results

I'm playing the latest version without mods but when I search for "pack" on the Production stats, it also shows rail production. I checked if it somehow contains "pack" word in the description but it doesn't.
Screenshot 2021-05-22 052717.png
Screenshot 2021-05-22 052717.png (68.12 KiB) Viewed 448 times
by ElderAxe
Tue Jan 26, 2021 12:50 pm
Forum: Implemented Suggestions
Topic: Decider combinator with "Anything" output
Replies: 32
Views: 15072

Re: Decider combinator with "Anything" output

@DaveMcW can you also allow filter inserters to accept "Any" as Set stack size signal? The use case is, picking up the exact amount of items from a chest or wagon. When there is a tick difference, we can pick up the wrong amount. When we use the new logic to set filters on inserters, the c...
by ElderAxe
Thu Dec 03, 2020 2:12 pm
Forum: Outdated/Not implemented
Topic: Increase Constant Combinator signal count to 30
Replies: 2
Views: 601

Re: Increase Constant Combinator signal count to 30

boskid wrote: ↑
Tue Dec 01, 2020 9:34 pm
And requester chest is not limited to only 30 requests: it will expand when you add requests in last row.
Really? I missed this on the changelog. Since the requests are dynamic, this suggestion makes no sense.

Thanks.
by ElderAxe
Tue Dec 01, 2020 9:28 pm
Forum: Outdated/Not implemented
Topic: Increase Constant Combinator signal count to 30
Replies: 2
Views: 601

Increase Constant Combinator signal count to 30

TL;DR 30 signals in Constant Combinator What ? increase Constant Combinator signal count from 20 to 30 Why ? When you try to set logistic requests for requester chest or buffer chest, you can set 30 signals, But 1 constant combinator can only set 20 signals. You can always add another constant comb...
by ElderAxe
Mon Nov 30, 2020 9:55 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.1.0] Logistic request auto extend logic inconsistency
Replies: 7
Views: 2130

Re: [1.1.0] Logistic request auto extend logic inconsistency

Jap2.0 wrote: ↑
Sat Nov 28, 2020 6:55 am
boskid wrote: ↑
Fri Nov 27, 2020 9:40 pm
Meh, super tiny off-by-one. Fixed for 1.1.2
Ah yes, the two hardest things in programming: naming things, cache invalidation, and off-by-one errors.
"two" off-by-one :)
by ElderAxe
Mon Nov 30, 2020 9:53 pm
Forum: Ideas and Suggestions
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 77
Views: 19673

Re: Force (Shift) Blueprint placement improvements

I'm too lazy right now to link to all the threads suggesting one or another part of what you suggest, but there have been many suggestions in the same direction in the past :) I know these are partially suggested in the past, I wanted to share them all together. I'm hoping that previous similar sug...
by ElderAxe
Mon Nov 30, 2020 2:49 pm
Forum: Ideas and Suggestions
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 77
Views: 19673

Force (Shift) Blueprint placement improvements

TL;DR More powerful blueprint placement What ? Placing blueprints with shift pressed should be more powerful and smart improvements: - Upgrade buildings which can be upgraded instead of ignoring them ( belts, chests, inserters, assemblers, rail signals, power poles ) - Overwrite module configuratio...
by ElderAxe
Mon Nov 30, 2020 2:40 pm
Forum: Ideas and Suggestions
Topic: Map tag dialog: Enable old features additionally to new ones
Replies: 10
Views: 1619

Re: Map tag dialog: Enable old features additionally to new ones

The old way was much more faster and usable. Because of the new implementation's tedious way, I stopped using it for most cases and trying to use the "show product icons on map view" feature instead. The only downside of this is, you need to zoom in to see everything clearly. Also please a...
by ElderAxe
Fri Nov 27, 2020 9:57 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.1.0] Logistic request auto extend logic inconsistency
Replies: 7
Views: 2130

Re: [1.1.0] Logistic request auto extend logic inconsistency

boskid wrote: ↑
Fri Nov 27, 2020 9:40 pm
Meh, super tiny off-by-one. Fixed for 1.1.2
8-)
by ElderAxe
Fri Nov 27, 2020 9:26 pm
Forum: Ideas and Suggestions
Topic: Allow recipes to be chosen as blueprint icons and map tags
Replies: 14
Views: 2135

Inconsistency between icon selection

As you can see from the images, you can use recipes as icons inside text fields.
But not for the icon boxes on blueprints and map tags.

Since these are ALSO icons, they should be selectable as an icon.
blueprint-text.png
blueprint-text.png (288.39 KiB) Viewed 2009 times
blueprint-icon.png
blueprint-icon.png (202.14 KiB) Viewed 2009 times
by ElderAxe
Fri Nov 27, 2020 9:21 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.1.0] Logistic request auto extend logic inconsistency
Replies: 7
Views: 2130

Re: [1.1.0] Inventory auto extend logic inconsistency

In 1.1.1 the logistics expand when i put a request anywhere in the last row except in the first cell Screenshot from 2020-11-27 22-08-37.png Thanks for the update. I did test 1.1.1 with the first cell and it didn't extend, I thought they didn't fix the issue between 1.1.0 and 1.1.1 Apparently, they...
by ElderAxe
Fri Nov 27, 2020 9:02 pm
Forum: Resolved Problems and Bugs
Topic: [boskid] [1.1.0] Logistic request auto extend logic inconsistency
Replies: 7
Views: 2130

[boskid] [1.1.0] Logistic request auto extend logic inconsistency

For blueprint storage, add a new row logic works if you put a blueprint on the last ROW. But for the logictic requests window it only works if you put a request on the last CELL. 1- This causes inconsistency across game UI 2- For the people who likes it organized, last cell may be empty on logistic ...
by ElderAxe
Fri Nov 27, 2020 8:54 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.1] Blueprint window left menu cut when Components have scroll
Replies: 3
Views: 1269

[kovarex] [1.1.1] Blueprint window left menu cut when Components have scroll

With 1.1 you guys have implemented a bugfix for https://forums.factorio.com/viewtopic.php?f=11&t=91426. I believe this current bug is related to this change. How to reproduce; - Open the game with vanilla & creative mod and it will reproduce the problem. - resolution: 1920x1080 - UI scale: %...
by ElderAxe
Wed Nov 25, 2020 11:56 am
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 78392

Re: Version 1.1.0

Did we have the language selector on the main screen before? Now we have a nice beautiful animation in the background and there is a button that doesn't make sense at all IMO. (We already have a copy of it under Settings -> Interface ) There could be a popup once someone installs the game and runs i...

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