Search found 221 matches

by McDuff
Thu Aug 13, 2020 4:49 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 44
Views: 6597

Re: EndgameCombat - Defend your base against lategame enemies with ease

Could we turn off the automatic turret logistics?
by McDuff
Tue Aug 11, 2020 12:47 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 44
Views: 6597

Re: EndgameCombat - Defend your base against lategame enemies with ease

Is it possible to make things enablable and disablable in options? I'd like to use some parts of this mod but not others.
by McDuff
Mon Apr 13, 2020 2:31 pm
Forum: Ideas and Suggestions
Topic: Multiple Conditions + If \ Else function+ for Logic Networks
Replies: 8
Views: 468

Re: Multiple Conditions + If \ Else function+ for Logic Networks

The "high level" request here isn't just if/else statements, but multiple blocks within one combinator.

From what I can tell, there's no intention for the devs to adjust combinator logic in this way, but I could be proved wrong.
by McDuff
Fri Apr 10, 2020 8:03 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 306
Views: 60550

Re: [0.12] Bugs, crashes & other issues

Just remove the rails in the blueprint that don't have a signal. Fixed string for the 2 lane: 0eNqNkd2OwiAQhd9lrsHUtT8ur2LMhtZJnYROG0CzTcO7L+DGaKqJVzBw5mMOZ4HWXHCyxB7UAtSN7EAdFnDUszbpzM8TggLyOIAA1kOqrCYDQQDxCX9BbcNRALInT3jrz8X8w5ehRRsF986WeokGO2+pk9NoMEKn0cXOkdNzkSajek5LCGJF+nqaQf7PuWY0m+pGKTbVK87u...
by McDuff
Sat Mar 21, 2020 6:29 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 22060

Re: Friday Facts #339 - Beacon HR + Redesign process

I figured that would be the case, just throwing out some ideas in case any of them landed.

I still reckon a beefier substation would fit better than an alien spike?
by McDuff
Sat Mar 21, 2020 5:36 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 22060

Re: Friday Facts #339 - Beacon HR + Redesign process

I think the thing about "effect transmission" is that this design is fine for "magically transmits effects through the air" and that kind of conflicts with the existing aesthetic, which is perhaps because (as has been said) effect transmission is kind of a weird mechanic for factorio anyway. To thin...
by McDuff
Sat Mar 21, 2020 12:43 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 22060

Re: Friday Facts #339 - Beacon HR + Redesign process

I wonder if non-stacking beacons is moddable.... There's a mod called "Beacon Interference" which does that. I'd quite like to see a fresh approach to the beacon mechanic in general. Non-overlapping, or cable transmission. Something to make the "effect transmission" mechanic work with less than jus...
by McDuff
Sat Mar 21, 2020 12:38 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 211
Views: 22060

Re: Friday Facts #339 - Beacon HR + Redesign process

I like the way some mods have re-adapted beacons into "racks" that aim to expand the functions of a very limited number of machines or even just one. Like adding modules, but modules that take up physical space. Then you upgrade the "rack". The precise opposite mentality to other venerable mods whe...
by McDuff
Fri Mar 06, 2020 11:12 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 306
Views: 60550

Re: [0.12] Bugs, crashes & other issues

Blueprint string for 2 lane: 0eNqVkt2KgzAQhd9lrpOircY2r7IsJdrBDsQoMV1WJO/eGJfS0hTWu/ydb+aczAy1vuFgyTiQM1DTmxHk1wwjtUbp5cxNA4IEctgBA6O6ZWcVafAMyFzwF2TuvxmgceQIV33cTGdz62q04cFDObqgba+ORwSDoR+DqjdLqUAqGEwg996zN8b+vwwuPkMOLxZ4c1Vk+J/ZN1C5KyOJZ7symL2QxWa9LhLoYpvHLNVe+WDU1HLUoZ6lhg+9xoTPfO0uT5HExrSS7VSvaX...
by McDuff
Tue Mar 03, 2020 12:26 am
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 306
Views: 60550

Re: [0.12] Bugs, crashes & other issues

I have an issue with rail signals only being placed on the rail I'm driving on. This happens on vertical and horizontal, but not diagonal rails, where signals are placed just fine. The rails are placed down, but I only get signals on one rail - this is true for 2 lane and 4 lane blueprints I've tried.
by McDuff
Sat Feb 15, 2020 12:38 pm
Forum: News
Topic: Friday Facts #334 - New poison cloud animation, flying robot dying effect
Replies: 57
Views: 8929

Re: Friday Facts #334 - New poison cloud animation, flying robot dying effect

Can combat robots be deployed like logistic robots...? Pretty please...?
by McDuff
Sat Oct 19, 2019 12:24 am
Forum: Ideas and Suggestions
Topic: Logistics robots should not remove repair packs from roboports
Replies: 13
Views: 707

Re: Logistics robots should not remove repair packs from roboports

As others have said: Roboports have slots for repair packs so they don't have to drop off the repair packs somewhere before going back into the roboport. Robots can also grab repair packs from other roboports so they don't get stuck in a situation where one roboport has 500 repair packs and 0 robot...
by McDuff
Mon Sep 23, 2019 8:04 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 139256

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Is it worth giving this mod its own subforum? It would be nice to have some discussion threads about builds and blueprints that don't ping Deadlock's phone when we post.
by McDuff
Sun Sep 22, 2019 2:45 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 139256

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

The gravel/ore flooring seems to blend into the new landfill texture rather than having the neat edges it has on other kinds of flooring. Is this intended behaviour? No. Landfill tiles have been in the game for, what, four days? They didn't exist when I added the gravel flooring. I need to fix the ...
by McDuff
Sun Sep 22, 2019 12:49 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 139256

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

The gravel/ore flooring seems to blend into the new landfill texture rather than having the neat edges it has on other kinds of flooring. Is this intended behaviour?
Screenshot 2019-09-22 at 13.27.38.png
Screenshot 2019-09-22 at 13.27.38.png (1.02 MiB) Viewed 2438 times
by McDuff
Fri Sep 20, 2019 9:03 am
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 700

Re: One Wire for control circuits, colours as channels

This is a good point. A potential workaround for this would be to include a "local loopback" output which feeds the output of a combinator back to the input and only applies within the domain of the combinator itself. Something like this? factorio expanded circuit ui.jpg What I definitely wouldn't w...
by McDuff
Thu Sep 19, 2019 9:34 am
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 700

Re: One Wire for control circuits, colours as channels

I expect that assignment could be done in much the same way that you pick signals now - click on a box and select the colour. I would also suggest that devices have some kind of light on the outside that shows which channels they're on by changing colour. At present the connection box has different ...
by McDuff
Thu Sep 19, 2019 9:07 am
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 700

One Wire for control circuits, colours as channels

TL;DR Replace "Red Wire" and "Green Wire" with "data cable," allow setting channels for signals as colours. What ? Circuits are often difficult to visually read in combinator layouts, and anything that requires multiple inventory signals can require vast amounts of combinators. I have in the past p...
by McDuff
Tue Sep 17, 2019 1:34 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 989
Views: 139256

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

... And otherwise I totally agree, in 20hours + of playing this mod I have not disassembled once even... Well, i did. Its cool to be able to recycle stuff, that gives you a good feeling not to waste. But it turns yout a lot of stuff you get from the disassembler you cnanot put to use anymore. Coppe...

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