Search found 154 matches

by AngledLuffa
Sat Dec 07, 2019 3:58 pm
Forum: Ideas and Suggestions
Topic: Pressing "Q" auto-selects Offshore Pump if cursor over water
Replies: 16
Views: 695

Re: Pressing "Q" auto-selects Offshore Pump if cursor over water

Whatever logic is used to select pumpjacks or drills when mods are available should work fine for water pumps as well.
by AngledLuffa
Sat Nov 23, 2019 12:44 am
Forum: Ideas and Suggestions
Topic: The sound from electric mining drill is irritating
Replies: 3
Views: 212

Re: The sound from electric mining drill is irritating

andro_marian wrote:
Fri Nov 22, 2019 12:55 pm
Is possible to stop the sound from the drill ? That pitch sound is laud .... i don't know what to say. I don't like it.
Found the biter
by AngledLuffa
Sat Nov 09, 2019 5:34 pm
Forum: Ideas and Suggestions
Topic: Calculate inserter arm positions only when the GPU or a mod wants them
Replies: 10
Views: 420

Re: Calculate inserter arm positions only when the GPU or a mod wants them

It would be really, really useful, if we have a power sensor, which has a signal, that rises when power is not 100% satisfied. So we would have a chance to turn power off completely (switch) and save much cpu. This is actually quite easy to do. Have a counter circuit connected to a solar panel and ...
by AngledLuffa
Sat Oct 26, 2019 6:22 am
Forum: Combinator Creations
Topic: Daylight sensor
Replies: 4
Views: 973

Re: Daylight sensor

Definitely had fun with it! I added an S-R latch and a pulse combinator so that it ticks once per day. I counted the number of ticks and added a constant for how many days I've been on the planet before starting the combinators. I combined it with this display: https://factorioprints.com/view/-LCBql...
by AngledLuffa
Thu Oct 24, 2019 1:12 pm
Forum: Combinator Creations
Topic: Daylight sensor
Replies: 4
Views: 973

Re: Daylight sensor

I love it!

If it's not too much trouble to ask, would you post the blueprint with the red/yellow/green lights as well?
by AngledLuffa
Mon Oct 14, 2019 1:46 am
Forum: Modding help
Topic: Migration for mod deactivation
Replies: 4
Views: 253

Re: Migration for mod deactivation

(sounds like fun if he restores the last 100 biter nests on a map without any military tech :D) LOL! Guess my "sales" would go down quite a bit if I started doing that. Yes, BitersBegoneUpdated is the mod in question. regenerate_entity looks great, assuming it works for bringing back spawners if I ...
by AngledLuffa
Sat Oct 12, 2019 10:08 pm
Forum: Modding help
Topic: Migration for mod deactivation
Replies: 4
Views: 253

Migration for mod deactivation

Is there a way to make a migration run when a mod is disabled or deactivated? I'm maintaining a mod which wipes out all existing biters and prevents new ones from appearing. When the mod is disabled, new territory will eventually contain biters, and they'll start spreading from the newly discovered ...
by AngledLuffa
Wed Sep 25, 2019 5:31 pm
Forum: Balancing
Topic: Poison Capsules Should Produce Pollution
Replies: 7
Views: 820

Re: Poison Capsules Should Produce Pollution

Just to clarify, I don't want the base poison capsules to be stronger than they are. I would like it to be possible to research "poison +20%" the same way you can research "physical projectile +20%". It could affect slowdown capsules as well. Even if there aren't other weapons in the base game which...
by AngledLuffa
Wed Sep 25, 2019 5:29 pm
Forum: Balancing
Topic: Poison Capsules Should Produce Pollution
Replies: 7
Views: 820

Re: Poison Capsules Should Produce Pollution

I think adding pollution would help realism. If biters care about clouds of industrial byproducts, surely they should care about concentrated forms of those gases applied directly to their nests. The indirect nerfing of using poison gas as tree removal can be balanced by making the canisters stronge...
by AngledLuffa
Mon Sep 23, 2019 3:52 pm
Forum: Ideas and Suggestions
Topic: Stop inserter from automatically taking an item into an empty assembler
Replies: 3
Views: 310

Re: Stop inserter from automatically taking an item into an empty assembler

In my experience, inserters never put anything into an unlabeled assembler. Is there something about your assembler creation that temporarily gives it a task?
by AngledLuffa
Mon Sep 23, 2019 3:00 pm
Forum: Balancing
Topic: Poison Capsules Should Produce Pollution
Replies: 7
Views: 820

Poison Capsule tweaks

The first change I think would be helpful is to make it so poison capsules cause pollution. Seems pretty obvious that the biters would hate poisonous green gas even more than they hate industrial pollution. It would also be nice if there were an upgrade for the damage. Maybe make it so upgraded pois...
by AngledLuffa
Mon Sep 23, 2019 12:35 am
Forum: Ideas and Suggestions
Topic: Midi in-/output for Factorio
Replies: 6
Views: 385

Re: Midi in-/output for Factorio

It's not exactly what you're looking for, but here's an option for midi blueprints:

http://miditorio.com/

It would be great if the already implemented instruments had more range to allow for more notes
by AngledLuffa
Sun Sep 15, 2019 4:41 pm
Forum: Combinator Creations
Topic: Accumulator charge display (current charge, last night charge, status)
Replies: 2
Views: 1119

Re: Accumulator charge display (current charge, last night charge, status)

One minor suggestion I have is to make the overnight minimum keep its color (yellow or pink) even after the batteries are fully charged in the daytime.
by AngledLuffa
Sun Sep 15, 2019 4:22 pm
Forum: Combinator Creations
Topic: Accumulator charge display (current charge, last night charge, status)
Replies: 2
Views: 1119

Re: Accumulator charge display (current charge, last night charge, status)

It's so completely wasteful, and I love it! Proudly have one in the center of my post-scarcity factory.
by AngledLuffa
Thu Aug 22, 2019 11:28 pm
Forum: Ideas and Suggestions
Topic: QoL: Set filters in wagons with holding item and dragging
Replies: 17
Views: 3574

Re: QoL: Set filters in wagons with holding item and dragging

One reason I have found for wanting to restrict an entire car is when I'm transitioning to a longer train setup and might need to refuel an engine or unload a cargo train in the same spot.
by AngledLuffa
Thu Aug 15, 2019 5:54 pm
Forum: Ideas and Suggestions
Topic: Research worker robot speed can simultaneously improve the charging efficiency of robots or a separate reseach
Replies: 4
Views: 236

Re: Research worker robot speed can simultaneously improve the charging efficiency of robots or a separate reseach

Battery research in vanilla would be excellent. The distance limitation on bot travel means that bot speed research falls off in usefulness very quickly for vanilla bots.
by AngledLuffa
Thu Aug 15, 2019 4:53 pm
Forum: Ideas and Suggestions
Topic: A way to keep non-inventory bots from claiming jobs on a build when you really want your inventory bots to do it.
Replies: 8
Views: 406

Re: A way to keep non-inventory bots from claiming jobs on a build when you really want your inventory bots to do it.

Who said anything about it being temporary? More data on entities and more checks on that data = slower game for everyone. The ghosts aren't permanent, though. Why would any performance hit last longer than the time it takes to build a ghost? Anyway, I don't expect the performance hit from one addi...
by AngledLuffa
Thu Aug 15, 2019 4:29 pm
Forum: Ideas and Suggestions
Topic: A way to keep non-inventory bots from claiming jobs on a build when you really want your inventory bots to do it.
Replies: 8
Views: 406

Re: A way to keep non-inventory bots from claiming jobs on a build when you really want your inventory bots to do it.

Because multiplayer. Why should any one player get to disable an entire logistic network, that might span square kilometers and have a double figures number of other players building stuff with it? This problem is easily avoided by something else you suggest later: Or maybe you could have a special...

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