Search found 236 matches

by McDuff
Sun May 02, 2021 1:46 pm
Forum: Ideas and Suggestions
Topic: Logistic network naming
Replies: 10
Views: 5021

Re: Logistic network naming

+1
by McDuff
Thu Jan 07, 2021 11:18 pm
Forum: Off topic
Topic: ""Factorio 2""
Replies: 77
Views: 35565

Re: Factorio v2

Here are some things I'd like to see - - Smarter biters (a big brain biter that does surgical attacks on your infra that you have to outsmart to defend your bases - An infinite science on communicating with biters which allows you eventually make peace with them as long as you stop polluting. (Say,...
by McDuff
Mon Jan 04, 2021 6:28 pm
Forum: Off topic
Topic: ""Factorio 2""
Replies: 77
Views: 35565

Re: Factorio v2

Here are some things I'd like to see - - Smarter biters (a big brain biter that does surgical attacks on your infra that you have to outsmart to defend your bases - An infinite science on communicating with biters which allows you eventually make peace with them as long as you stop polluting. (Say,...
by McDuff
Mon Jan 04, 2021 6:23 pm
Forum: Off topic
Topic: ""Factorio 2""
Replies: 77
Views: 35565

Re: ""Factorio 2""

The obvious next level for Factorio would be a 3D jump. Oh good lord. If anything, they should go reverse. Fewer graphics / animations. Exactly what about factorio and its game play makes you think people care about graphics over mechanics? 3D isn't about graphics, it *is* about mechanics! Z-levels...
by McDuff
Tue Dec 08, 2020 10:28 pm
Forum: Ideas and Suggestions
Topic: Rich text: remove "entity" in hints and tips
Replies: 5
Views: 1789

Rich text: remove "entity" in hints and tips

TL;DR Instead of printing "entity:boiler" or "entity:steam engine" in the hints and tips, just print the name. What ? I understand that in the game "entity:inserter" and "item:inserter" are different, but this difference does not seem to matter for any use ca...
by McDuff
Mon Nov 16, 2020 8:48 pm
Forum: Ideas and Suggestions
Topic: Integrated Circuits
Replies: 12
Views: 3797

Re: Integrated Circuits

Another way of approaching this idea.... (self plug)
viewtopic.php?f=6&t=90147
by McDuff
Thu Nov 12, 2020 6:20 pm
Forum: Implemented in 2.0
Topic: Free cables/wires (Poles contain all)
Replies: 34
Views: 27426

Re: Free cables/wires (Poles contain all) ☸

+1 - I always run with this mod enabled and it's weird if I ever forget it and suddenly have to make wires again.
by McDuff
Fri Nov 06, 2020 8:48 pm
Forum: Implemented in 2.0
Topic: Specify Lamp Colour On Lamp Itself
Replies: 7
Views: 2305

Re: Specify Lamp Colour On Lamp Itself

This is definitely a "not needed, but pretty nice to have" feature. +1
by McDuff
Mon Oct 12, 2020 9:06 am
Forum: Ideas and Suggestions
Topic: Combinator Logic Rework
Replies: 14
Views: 4333

Re: Combinator Logic Rework

I think this suggestion reflects the fact, that the current combinator system is Turing-complete, but the overview it gives is more than the usual chaos. I can easily set up combinators, and wire them so, that i can come back the next day and need to figure out half an hour what it does. Having blu...
by McDuff
Fri Oct 09, 2020 2:50 pm
Forum: Outdated/Not implemented
Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
Replies: 20
Views: 6478

Re: Make chain signals the norm, and rail signals for experts

Over long distances, this would crush throughput, because a train could "reserve" a junction five minutes away from itself, meaning another train which could make a trip through the junction 30 might have to sit at a station for ages while that one completed its trip. Try setting up a syst...
by McDuff
Fri Oct 09, 2020 2:40 pm
Forum: Ideas and Suggestions
Topic: Combinator Logic Rework
Replies: 14
Views: 4333

Re: Combinator Logic Rework

"Too easy" is a moveable feast though isn't it? Why is *the particular level of difficulty* we have now the best way? Clearly you can do an awful lot of things with the existing system. There are a lot of things that are prohibitively expensive in terms of time and combinator space. There ...
by McDuff
Wed Oct 07, 2020 9:39 am
Forum: Ideas and Suggestions
Topic: Combinator Logic Rework
Replies: 14
Views: 4333

Re: Combinator Logic Rework

Some more ideas, trying to think through how to do real world examples of what's currently possible and what might be additionally possible.
Untitled Diagram(2).png
Untitled Diagram(2).png (76.06 KiB) Viewed 4248 times
Tire-kicking welcome!
by McDuff
Tue Oct 06, 2020 2:31 pm
Forum: Ideas and Suggestions
Topic: Combinator Logic Rework
Replies: 14
Views: 4333

Combinator Logic Rework

TL;DR Enable multiple combinator steps to take place in a single unit, for ease of programming/readability/portability/space-saving. What A replacement UI for combinators (potentially merging Arithmetic/Decider combinators into a single entity) similar to the Train Stop UI. The below is an example ...
by McDuff
Mon Sep 28, 2020 2:47 pm
Forum: Ideas and Suggestions
Topic: Combinator scalability and maintainability
Replies: 18
Views: 5745

Re: Combinator scalability and maintainability

An idea I had which would work to achieve this would be to let combinators have more than one operation. I had suggested a box layout similar to visual scripting languages before, but factorio already has a suitable kind of layout in the Rail Stop. Below is a diagram of how it might look. Untitled D...
by McDuff
Thu Sep 17, 2020 3:01 pm
Forum: Off topic
Topic: ""Factorio 2""
Replies: 77
Views: 35565

""Factorio 2""

Now that Factorio has hit the 1.0 stage, what are things that you might want to see either in a "Factorio 2" new game or a new direction from the dev team? The obvious next level for Factorio would be a 3D jump. But rather than the "Satisfactory" full 3D direction, I would like t...
by McDuff
Thu Aug 13, 2020 4:49 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 36437

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: 71
Views: 36437

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: 7185

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: 309
Views: 144231

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: 216
Views: 101358

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?

Go to advanced search