Search found 193 matches

by TheRaph
Mon Mar 15, 2021 9:07 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 218
Views: 38678

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: 218
Views: 38678

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: 402

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: 2101

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: 3690

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: 2101

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: 2101

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: 2101

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: 2101

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: 2101

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: 2101

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
Replies: 52
Views: 5644

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: 634

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: 408

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: 19
Views: 749

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: 408

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: 1385

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?
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: 3610

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-c...
by TheRaph
Tue Nov 24, 2020 11:02 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 43832

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: 10376

Re: Option for disabling artillery auto target

+1
especialy for train artillery

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