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by TheRaph
Tue Aug 23, 2022 11:52 pm
Forum: Off topic
Topic: [Website] Website not available ...
Replies: 1
Views: 514

[Website] Website not available ...

Your Website is currently unavailable.
(but forum is.) Try to enter "factorio.com" in browser and try to click the link in the to left corner of this forum page.
Screenshot 2022-08-24 015041.png
Screenshot 2022-08-24 015041.png (57.38 KiB) Viewed 514 times
by TheRaph
Sat Feb 26, 2022 11:24 pm
Forum: News
Topic: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
Replies: 30
Views: 10050

Re: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements

Is there any reason why you can't supply a premade steam input config for the game? Devs almost never use it but it is possible to do, at least with the Steam Controller (and I assume it will be the same for the Steam Deck) so that people wouldn't need to start from scratch when wanting to play eve...
by TheRaph
Sat Feb 26, 2022 11:12 pm
Forum: Assigned
Topic: [Genhis] [1.1.46] Can't deconstruct tree in PvP
Replies: 4
Views: 2201

Re: [Genhis] [1.1.46] Can't deconstruct tree in PvP

Why not use multiple markings? As stated in fff#368 an entity can only be deconstructed by the force which built it. So you have created an exception for forceless entities to be deconstructable by any force. So why not use the same exception to let be such entities beeing marked for deconstruction ...
by TheRaph
Mon Mar 15, 2021 9:07 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 289
Views: 115565

Re: Friday Facts #365 - Future plans

Someone's probably said it already, but an obvious upgrade would be 3D rendering. Might make the game a lot smaller, too. Maybe, but show me a game that can render 30 000 3D objects (instead of sprites) on the same screen. So I like to suggest isometric view and 4-position map rotation. I think abo...
by TheRaph
Sun Feb 07, 2021 9:01 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 289
Views: 115565

Re: Friday Facts #365 - Future plans

I wonder why you don't start Factorio 2 with Isometric view? With real height-levels. Like going from SimCity to Simcity2000 ... Or C&C Tiberian Dawn to Tiberian Sun It would be a 2D-Game as it is, but could have more depth. You could make ammo range depend on position of weapon like in C&C...
by TheRaph
Mon Dec 21, 2020 11:51 pm
Forum: Ideas and Suggestions
Topic: QOL: easy spidertron remote-selection
Replies: 8
Views: 1255

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. Thanks very much. I got there eventually and it is now in Spidertron Enhancements: https://...
by TheRaph
Sun Dec 20, 2020 9:44 pm
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 6252

Re: Remote Controlled Circuit Switch

A little offtopic and normally I'd spoiler the reply, but it doesn't work so well with attachments. Yeah, so my megabase world is a bit weird. I like to spread out and eliminate biters from the map - so that wouldn't quite work out. Here it is with roboports turned on for the map. I like to play mo...
by TheRaph
Sun Dec 20, 2020 8:18 pm
Forum: Combinator Creations
Topic: Train operated potentiometer
Replies: 7
Views: 5140

Re: Train operated potentiometer

Sorry, that i overlooked your answer for so long. Following my suggestion, you would move the train by manual driving forward and backward and measuring how many chain...” The idea is to be able to adjust the level from anywhere on the map via train station control. If you have to manually move the...
by TheRaph
Sat Dec 19, 2020 1:51 pm
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 6252

Re: Remote Controlled Circuit Switch

I was deploying artillery throughout the map and I wanted something very compact. I also felt that the more clustered the lasers were, the more damage they would bring to bear on biters. With the power off, I couldn't put the lasers tightly around the artillery. Ok, this was just a copy of my own w...
by TheRaph
Thu Dec 17, 2020 1:13 pm
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 6252

Re: Remote Controlled Circuit Switch

Ah, I was defending the artillery with lasers / satellite, and I needed power to be on. Eventually I figured out to put artillery on islands and defense / switches were no longer relevant. If no water are available for islands, the following solution may help you: (It is with backup energy-line, so...
by TheRaph
Wed Dec 16, 2020 12:00 pm
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 6252

Re: Remote Controlled Circuit Switch

Cool use of copy / paste. But yes, sad state of affairs with the power switch. My hack was to use an accumulator which powered on from the switch and sent the A signal to enable things, and then when I turn off the power pole I drain it with a beacon. Expensive and slow power off, but it works. Nee...
by TheRaph
Wed Dec 16, 2020 11:56 am
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 6252

Re: Remote Controlled Circuit Switch

here's one using 2 combinators: OK that will beat me on a single swich. But when it comes to serial switches this may have a better ratio ... It is only two combinators for the setup and one for any electric switch to observe. Bild_2020-12-16_125535.png Bild_2020-12-16_125638.png 0eNrVmdtuozAQht/Fl...
by TheRaph
Tue Dec 15, 2020 11:49 pm
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 6252

Re: Remote Controlled Circuit Switch

Without power, combinators don't change their output, no matter their input. So when you disconnect the arithmetic combinator from the power network, it will still output A=1 Oh ... it seems I've miss that. With use of endless counter you can reduce it to just 3 combinators ... Bild_2020-12-16_0047...
by TheRaph
Tue Dec 15, 2020 9:02 pm
Forum: Combinator Creations
Topic: Remote Controlled Circuit Switch
Replies: 22
Views: 6252

Re: Remote Controlled Circuit Switch

I created a remote switch ispired by the pump and tank design but without the need for a fluid. In case there is no water around. Further refined: Wow! This is amazing. (Only just checked back on this now, oops.) Exactly what I was hoping to manage, nice and compact and no dependency on fluid or ac...
by TheRaph
Sat Dec 05, 2020 9:08 pm
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 56
Views: 12733

Re: Option to disable no-power flashing

+1 No flashing should be an option at least for modder. There are Mods which alter the icons and some who disable warnings completely - but there are no mods for "no blinking" because it seems to be hard coded. And as stated before color coding is nice for me and maybe the devs, but shape ...
by TheRaph
Fri Dec 04, 2020 11:03 pm
Forum: Ideas and Suggestions
Topic: Change colors of efficiency and/or productivity modules?
Replies: 14
Views: 1869

Re: Change colors of efficiency and/or productivity modules?

The productivity modules are "red". Except they don't necessarily look red even if you have "normal" colour vision because colour is not only a matter of photons emitted or the biological structure of your retina. For two years I interpreted productivity modules, with my "n...
by TheRaph
Mon Nov 30, 2020 1:35 am
Forum: Not a bug
Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
Replies: 6
Views: 1298

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

It was changed back again after playtesting found it didn't work well. So you may consider my suggestion to use the same mechanic as in "destroying cliffs" and "removing trees". It's already there and work well, so I assume it should also work with LF. Just let the object placin...
by TheRaph
Mon Nov 30, 2020 12:13 am
Forum: Ideas and Suggestions
Topic: Fix Landfill Blueprinting
Replies: 22
Views: 3102

BP with LF deploy in one step

TLDR BP with LF deploy in one step Current behavior: Place a blueprint with landfill and buildings on top on some water tiles. Your bots will immediately start to place the land fill, but will forget about the buildings on top. You have to place the BP a second time to place the buildings. On large...
by TheRaph
Sun Nov 29, 2020 11:57 pm
Forum: Not a bug
Topic: [1.0.0] Blueprints with waterfill and buildings above work not as expected
Replies: 6
Views: 1298

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

Rseding91 wrote:
Wed Oct 28, 2020 1:47 am
Thanks for the report however that's fully working as intended and not a bug.

Also it has been changed in 1.1.
I've read the releasenotes - may be my english is to bad - what exactly has changed in 1.1. (in relation to this report)?
by TheRaph
Sun Nov 29, 2020 11:50 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
Replies: 6
Views: 2998

Re: [1.1.2] Spidertrons disappeared upgrading from 1.1.1

kovarex wrote:
Sat Nov 28, 2020 8:01 pm
Thanks for the report, fixed for the next verison.
Will they reapear in my 1.1.2-Save or have I to load original save from 1.1.1?

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