Search found 510 matches
- Wed Jan 24, 2024 10:11 am
- Forum: Ideas and Suggestions
- Topic: "Requires Mod" Blueprint parameter
- Replies: 8
- Views: 898
Re: "Requires Mod" Blueprint parameter
I think the suggestion of making sure any needed mods are installed couldn't work sensibly because you use a blueprint within a game, but mod changes must be outside a game. I'm also not sure the game can necessarily tell which mods are required for a given blueprint to work as intended, and it's d...
- Tue Jan 23, 2024 9:02 pm
- Forum: Ideas and Suggestions
- Topic: "Requires Mod" Blueprint parameter
- Replies: 8
- Views: 898
Re: "Requires Mod" Blueprint parameter
I think the suggestion of making sure any needed mods are installed couldn't work sensibly because you use a blueprint within a game, but mod changes must be outside a game. I'm also not sure the game can necessarily tell which mods are required for a given blueprint to work as intended, and it's d...
- Tue Jan 23, 2024 9:56 am
- Forum: Ideas and Suggestions
- Topic: Undergroud heat pipe
- Replies: 7
- Views: 2223
Re: Undergroud heat pipe
Everything except heat pipes can now gett off the ground layer.
I quite like that you can't use underground pipe flow boosting with heat, personally.
I quite like that you can't use underground pipe flow boosting with heat, personally.
- Mon Jan 22, 2024 12:43 am
- Forum: Ideas and Suggestions
- Topic: IA and FACTORIO
- Replies: 10
- Views: 1195
Re: IA and FACTORIO
Factorio combinators are turing complete. (So are factorio trains, factorio belts, and probably a few other things as well) I have actually planned to make computers out of trains, belts and a few other things... The electric network lets electricity flow to consumers from any producer. This is an ...
- Sun Jan 21, 2024 7:02 pm
- Forum: Ideas and Suggestions
- Topic: IA and FACTORIO
- Replies: 10
- Views: 1195
Re: IA and FACTORIO
Factorio combinators are turing complete. (So are factorio trains, factorio belts, and probably a few other things as well) So we already have all the tools you need to write any program you care to. Go ham and write your AI. We've also had the grey goo base that expands itself depending on what it...
- Sun Jan 21, 2024 3:30 pm
- Forum: Ideas and Suggestions
- Topic: IA and FACTORIO
- Replies: 10
- Views: 1195
Re: IA and FACTORIO
Factorio combinators are turing complete. (So are factorio trains, factorio belts, and probably a few other things as well) So we already have all the tools you need to write any program you care to. Go ham and write your AI. We've also had the grey goo base that expands itself depending on what it'...
- Sun Jan 21, 2024 3:24 pm
- Forum: Ideas and Suggestions
- Topic: Can we get a function to get the stacksize of an Item?
- Replies: 5
- Views: 591
Re: Can we get a function to get the stacksize of an Item?
I don't know if you have seen, but there will be an "S" unit meaning 1 stack. So you'll be able to set your blueprint variable to 40S of whatever item, and the blueprint will translate to 40 stacks of whatever item you've chosen. Source : https://factorio.com/blog/post/fff-388 (search for...
- Sun Jan 21, 2024 3:22 pm
- Forum: Ideas and Suggestions
- Topic: Fluid Systems: Recipes with multiple of the same input consider both inputs as the same system
- Replies: 2
- Views: 302
Re: Fluid Systems: Recipes with multiple of the same input consider both inputs as the same system
Something to be aware of:
How this would effect dragging a pipe along the line of chem plants.
How this would effect dragging a pipe along the line of chem plants.
- Tue Jan 16, 2024 8:26 am
- Forum: Ideas and Suggestions
- Topic: Push button for a circuit network
- Replies: 3
- Views: 694
Re: Push button for a circuit network
Since we're getting more "everything is doable from the map" it would be nice to have a push-button we can press from the map view. And while we're at it, it would be fantastic if we could set it to single-tick pulse so we can stop using "rotate that inserter with an item on the groun...
- Mon Jan 15, 2024 7:26 am
- Forum: Ideas and Suggestions
- Topic: Placing blueprints as "references" instead of copies
- Replies: 1
- Views: 352
Re: Placing blueprints as "references" instead of copies
What you want is essentially version control on placed blueprints.
I'd love that, it would make fixing early mistakes in grid bases so much simpler.
I'd love that, it would make fixing early mistakes in grid bases so much simpler.
- Thu Jan 11, 2024 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Quality upgrade via single machine
- Replies: 2
- Views: 1137
Re: Quality upgrade via single machine
so i find these "forced" extensions rather annoying. No reason not to keep simple what can be kept simple. The end-result of that argument is a single recipie that makes a single science pack that researches everything. In reality, you want things simple. In games, complexity can be fun. ...
- Thu Jan 11, 2024 10:20 am
- Forum: Ideas and Suggestions
- Topic: Store bots inside roboport in blueprints
- Replies: 10
- Views: 1311
Re: Store bots inside roboport in blueprints
But the good news is that you could, and probably still can, get the result you want anyway ; the catch being that there's no UI for it. Didn't they fix something similar from bob's inserters? I'm not sure what you mean by "fix" or are referring to, but I checked now and the blueprint fro...
- Wed Jan 10, 2024 4:24 pm
- Forum: Ideas and Suggestions
- Topic: Train Memory
- Replies: 1
- Views: 381
Re: Train Memory
You just want more things to trigger train interrupts on, don't you ;p
- Wed Jan 10, 2024 4:22 pm
- Forum: Ideas and Suggestions
- Topic: QoL request: Train Station Labels
- Replies: 3
- Views: 512
Re: QoL request: Train Station Labels
So the map option, but outside map view?
- Wed Jan 10, 2024 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Store bots inside roboport in blueprints
- Replies: 10
- Views: 1311
Re: Store bots inside roboport in blueprints
But the good news is that you could, and probably still can, get the result you want anyway ; the catch being that there's no UI for it. Didn't they fix something similar from bob's inserters? I'm not sure what you mean by "fix" or are referring to, but I checked now and the blueprint fro...
- Wed Jan 10, 2024 7:40 am
- Forum: Ideas and Suggestions
- Topic: Store bots inside roboport in blueprints
- Replies: 10
- Views: 1311
Re: Store bots inside roboport in blueprints
Didn't they fix something similar from bob's inserters?SoShootMe wrote: ↑Tue Jan 09, 2024 11:54 pmBut the good news is that you could, and probably still can, get the result you want anyway; the catch being that there's no UI for it.
- Tue Jan 09, 2024 5:48 am
- Forum: Ideas and Suggestions
- Topic: Disable construction near enemies/fire
- Replies: 23
- Views: 5072
Re: Robot repairs / builds disable on attacks - Save (construction) robots from their doomed fate!
Somehow I feel the solution to this should involve the circuit network. If it would be possible to detect 'an attack' in a given area of a roboport this could maybe be done using circuits properly. However this would mean you have to take out the repair packs from the roboport, which is a bit cumbe...
- Tue Jan 09, 2024 5:47 am
- Forum: Ideas and Suggestions
- Topic: Store bots inside roboport in blueprints
- Replies: 10
- Views: 1311
Re: Store bots inside roboport in blueprints
Ooh, this would let grid bases expand without needing a tempory bridge roboport or player interaction.
- Tue Jan 09, 2024 5:46 am
- Forum: Ideas and Suggestions
- Topic: Always-green rail signal to terminate Critical Section
- Replies: 2
- Views: 344
Re: Always-green rail signal to terminate Critical Section
There used to be a way to fake this using overlapping rail blocks, but Wube fixed it
- Sun Jan 07, 2024 8:06 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 8466
Re: "Read Chest contents" - Indicate if empty
First, I think you should redesign to avoid asymmetric drain. Second, you can get what you want from a decider with "everything = 0, output 1 placeholder" attached to each chest or set of chests you're interested in. Show me where you would put that one decider per chest in my first scree...