Search found 176 matches

by TheRaph
Wed Nov 25, 2020 8:22 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][1.1.0] Belt performance regression
Replies: 19
Views: 1591

Re: [boskid][1.1.0] Belt performance regression

To remove all the remaining lag spikes (when interacting with belts) i would have to disable the whole groupping logic and i will not sacrifice that just because of one extremally unfortunate save file. Would it be possible to make it an option in "settings"? So one who have such corner-case base c...
by TheRaph
Tue Nov 24, 2020 11:02 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 179
Views: 19260

Re: Version 1.1.0

Is it right, that default upgrade of chests is removed? Or is it a bug?

Normnaly I've used upgradeplaner in default mode (empty) for upgrading inserters and chests.

For inserters it works fine, but if I use UP on wooden chests ist will do nothing.
by TheRaph
Thu Nov 19, 2020 9:03 pm
Forum: Ideas and Suggestions
Topic: Option for disabling artillery auto target
Replies: 49
Views: 8812

Re: Option for disabling artillery auto target

+1
especialy for train artillery
by TheRaph
Fri Nov 13, 2020 1:49 am
Forum: Ideas and Suggestions
Topic: Free cables/wires (Poles contain all) ☸
Replies: 33
Views: 16641

Re: Free cables/wires (Poles contain all)

ssilk wrote:
Thu Mar 12, 2015 2:03 pm
... or placed by flying biters.
Yes please, this one!
by TheRaph
Sat Nov 07, 2020 9:25 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network
Replies: 106
Views: 12100

Re: Roboports should output missing materials to circuit network

[Koub] Merged into older topic with same suggestion. I now see why my searching for "needed items" not match "missing materials" ... I admire you moderators for finding what belongs together - I'll never understand how you do that ... did you remember every toppic or use you kind of an in-brain-the...
by TheRaph
Fri Nov 06, 2020 10:31 pm
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network
Replies: 106
Views: 12100

Circuit Connection Roboport - Add "needed Items"

Sometimes the logistic network of an outpost has the need of certain items (it is shown as alert right next to the shortcuts). What if you could connect a roboport to a circuit network and read out this needs? - You could send a train to that outpost with exacly the needed things - fully automated (...
by TheRaph
Wed Oct 28, 2020 1:32 am
Forum: Not a bug
Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
Replies: 3
Views: 195

Re: [1.0.0] Blueprints with waterfill and buildings above work not as expected

This exact topic was covered here.., https://forums.factorio.com/viewtopic.php?p=515977#p515977 Hi Koub That isn't correct - it is NOT the exact thing. The person in that topic likes to have a way to automaticly ADD LF if needetd - or a way to add LF to an existing BP. - The way is to use editor to...
by TheRaph
Wed Oct 28, 2020 1:09 am
Forum: Ideas and Suggestions
Topic: Expand Tutorial Mode into Blueprint Editor
Replies: 8
Views: 1270

Adding a blueprint editor based on tutorial-layer

TL;DR Add a button in blueprint-window to "realy edit" a blueprint. If you click that button you will enter a sandbox layer like "totorial" (that layer with nothing but chessboard-pattern) where you can edit your BP. What ? Open up blueprint and you have the possibility to REMOVE entities by rightc...
by TheRaph
Wed Oct 28, 2020 12:35 am
Forum: Not a bug
Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
Replies: 3
Views: 195

[1.0.0] Blueprints with waterfill and buildings above work not as expected

Short: Blueprints with waterfill and buildings above them will only place waterfill and no buildings if placed on water. This behavior is different to other situaions where "waiting" is an option (see below). What to do to reproduce (and see the bigger problem): First create a blueprint with robopo...
by TheRaph
Sun Sep 06, 2020 6:04 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 127
Views: 58513

Re: Version 1.0.0

Awesome

tron-gleise.JPG
tron-gleise.JPG (78.52 KiB) Viewed 2315 times
by TheRaph
Sun Sep 06, 2020 3:57 pm
Forum: Ideas and Suggestions
Topic: Spidertron repath if stuck
Replies: 6
Views: 246

Spidertron path finding (RC)

short and easy

Currently the remote controlled spidertron has no pathfinding (as devs say). So it may stuck at big lakes.

I suggest to add kind of pathfinding to remote controlled spidertron.

Backgrounds and screenshots could find on "not-a-bug"-bug here.
by TheRaph
Sun Sep 06, 2020 3:31 pm
Forum: Ideas and Suggestions
Topic: QOL: easy spidertron remote-selection
Replies: 5
Views: 187

Re: QOL: easy spidertron remote-selection

This is a great suggestion. If you don't mind, I'd quite like to add it to my Spidertron Waypoints mod (https://mods.factorio.com/mod/SpidertronWaypoints), if I find it possible to implement. You're welcome. Ya, you need a tool for pipetting. One for each remote. SCNR :D "Pipette tool" does not mea...
by TheRaph
Sat Sep 05, 2020 11:10 pm
Forum: Not a bug
Topic: [1.0.0] Remote Spider-Tron pathfinding stop at water
Replies: 4
Views: 189

Re: [1.0.0] Remote Spider-Tron pathfinding stop at water

Should I now post about that in "suggestions" or are posts in "not a bug" still on your radar?
by TheRaph
Sat Sep 05, 2020 10:53 pm
Forum: Ideas and Suggestions
Topic: QOL: easy spidertron remote-selection
Replies: 5
Views: 187

QOL: easy spidertron remote-selection

TLTR let a key-combination (pipette Tool / shift-click) on an spidertron select corresponding remote Why In late game one may have more than one spidertron If you like to select a specific one to do strange stuff on the edge of your territory yo have to figure out which remote is the correct one. T...
by TheRaph
Sat Sep 05, 2020 10:24 pm
Forum: Not a bug
Topic: [1.0.0] Remote Spider-Tron pathfinding stop at water
Replies: 4
Views: 189

[1.0.0] Remote Spider-Tron pathfinding stop at water

What to prepare Use a map with some bigger lakes Build a spider tron Build a remote for it Connect remote with tron Let the tron run over the map (across big lake) What it does The tron runs toward point marked by remote If it reach small lakes it will walk over it If it reached the big lake it tri...
by TheRaph
Tue Sep 01, 2020 12:53 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 127
Views: 58513

Re: Version 1.0.0

Please remove Spidertron. It brings nothing new to the game and only clutters the game with junk. Good joke, if its one. Otherwise, just ignore it. It's not a joke. Tell me how adding a spidertron to the game has any relevance to automation? Tell me how it's relevant to a factory? I'll wait. Well w...
by TheRaph
Sat Apr 18, 2020 11:17 pm
Forum: News
Topic: Friday Facts #343 - Environmental particle effects
Replies: 51
Views: 7228

Re: Friday Facts #343 - Environmental particle effects

Different particles on different tiles are a nice feature. But... Why are the craters always the same? Throwing a granade on concrete should leave a crater with broken concrete edges. The difference between particles are hard to see and last not long. The crater lasts even longer and should fit bett...
by TheRaph
Mon Apr 13, 2020 10:40 pm
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 6251

Re: Friday Facts #342 - The new old tutorial

Can you please add a date with that. Nobody knows when these were published, and a date would put more context to when it was last discussed. Otherwise they are just numbers and have little meaning. It is really easy to look this up, and the reference was to what was decided upon and not when. So I...
by TheRaph
Sat Apr 11, 2020 8:10 am
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 6251

Re: Friday Facts #342 - The new old tutorial

Mod content. Ill probably put it in a "level designers cutting room floor" scenario pack. Yes please! Edit: ... because there is no way to tell a new player "Hey this is not really completely finished but we just left it there for that guy on the forum who knows it is not finished". :D You could na...
by TheRaph
Fri Apr 10, 2020 10:58 pm
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 6251

Re: Friday Facts #342 - The new old tutorial

In general, personally I would keep the dead end scenario, but repurpose it. Expose all the scripting and turn it into "how to make scenario" tutorial, with this easy and quite short mission as set of examples. It maybe all is already accessible somewhere, but with few professional touches it can h...

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