Search found 26 matches
- Mon Nov 13, 2023 4:59 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 70650
Re: Friday Facts #384 - Combinators 2.0
I already have a difficult time making one assembling machine's worth of blue science, how is it beneficial to make it more difficult by duplicating the line? It's not like it's going to make it any easier to catch up. I often have to spend many hours just letting the game run idle as it is, oftent...
- Fri Nov 10, 2023 8:15 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 70650
Re: Friday Facts #384 - Combinators 2.0
I'll second what others have said about upgrading Arithmetic Combinators to be able to perform operations between red and green signals, since that would do a fantastic job of streamlining quite a few builds, but otherwise this is all looking pretty amazing. Belts move stuff from place to place auto...
- Fri Nov 20, 2020 3:37 pm
- Forum: Gameplay Help
- Topic: Lamp showing if an inserter is active
- Replies: 4
- Views: 2521
Re: Lamp showing if an inserter is active
You could read the hand contents and wire it to the lamp with anything > 0 as the condition. This will work to turn on a lamp whenever the hand is full. If you want to colour the lamp, hook it up via a combinator that outputs a coloured signal (Arithmetic: Anything + 0, output in desired colour. De...
- Wed May 30, 2018 7:52 pm
- Forum: General discussion
- Topic: FFF Topic Request
- Replies: 16
- Views: 6191
Re: FFF Topic Request
The idea that a system of pipes, tanks, and connected structures be treated as a single entity wouldn't be able to use a throughput limitation. However, it would greatly improve the performance of mega bases that want to use very large steam setups to power their bases over using solar. I don't see...
- Mon May 28, 2018 5:14 pm
- Forum: Ideas and Suggestions
- Topic: Train stops
- Replies: 4
- Views: 1893
Re: Train stops
Realistically, it's not practical to have a different kind of stop for every possible niche use. The current array of preset stop conditions covers the most common things people will want to do, and the circuit network is flexible enough to handle virtually everything else. If a particular applicati...
- Mon May 28, 2018 4:57 pm
- Forum: Ideas and Suggestions
- Topic: Add Filter Splitter Tech
- Replies: 5
- Views: 2685
Re: Add Filter Splitter Tech
I wouldn't call it a problem per se, but I agree that gating splitter filters behind a tech makes a lot of sense. That means the player has to do a little bit of work to unlock a fairly powerful feature, as well as introducing the concept to players instead of simply leaving it there to be discovere...
- Fri May 25, 2018 3:51 pm
- Forum: Ideas and Suggestions
- Topic: Mining Uranium Should be Required
- Replies: 21
- Views: 9567
Re: Mining Uranium Should be Required
I still would like to see nuclear more integrated into the game :-) I do see where you're coming from. Nuclear's pretty cool; designing reactors is complex enough to be quite fun, and there's a bunch of extra infrastructure associated with it that requires some unique concepts (fluids for mining, p...
- Fri May 25, 2018 3:08 pm
- Forum: Implemented in 2.0
- Topic: improve train block overlay: add directions
- Replies: 57
- Views: 16560
Re: improve train block overlay: add directions
I like this idea a lot, especially where it seems very simple to add. +1 Also can we please get the ability to show the overlay without having to pick-up a railsignal? I haven't checked since 0.16 hit, but there used to be an option to display the overlay in the debug menu (F4). It might still be in...
- Fri May 25, 2018 1:51 pm
- Forum: General discussion
- Topic: FFF Topic Request
- Replies: 16
- Views: 6191
Re: FFF Topic Request
Well, the thing is that trains, belts and even bots provide a throughput challenge. With this pipes would be the odd one out unless you count power flow in power cables. I like the fluid feel of fluids, but maybe I would also be fine with this simplified way. Would have to play it first. I don't li...
- Wed May 23, 2018 4:01 pm
- Forum: Ideas and Suggestions
- Topic: Iron Chests, An Idea for Conversion and Re-Use
- Replies: 50
- Views: 19889
Re: Iron Chests, An Idea for Conversion and Re-Use
Bobucles, you still haven't told me what you're using steel chests for, or why there is ever a need to upgrade above iron. As far as I can tell, steel chests exist solely as an ingredient to be used in Logistic Chests. Logistic chests are certainly useful, but their utility comes from outside of th...
- Wed May 23, 2018 3:33 pm
- Forum: Implemented Suggestions
- Topic: Add a new type of blueprint
- Replies: 8
- Views: 3152
Re: Add a new type of blueprint
As I'm reading this, it's distinct from the upgrade planner in that it's talking about being able to scale blueprints up to the desired size based on how many times a related blueprint has been used. I don't see how that would ever be possible, short of being able to somehow upgrade a blueprint into...
- Tue May 22, 2018 12:47 pm
- Forum: Ideas and Suggestions
- Topic: Mining Uranium Should be Required
- Replies: 21
- Views: 9567
Re: Mining Uranium Should be Required
What about simply having 2 different recipes for the satellite: a) the old one needs a lot of ressources, but is „clean“ with solar energy b) an alternative nuclear version could me much cheaper in the amount of ressources, but require expensive U238 Especially in bases that focus on mass-productio...
- Fri May 18, 2018 3:25 pm
- Forum: General discussion
- Topic: True end of Factorio
- Replies: 17
- Views: 8654
Re: True end of Factorio
Let's say they implement star gates. You can teleport to other planets and build there too. Other than possible exclusive resources, give me at least ONE reason the player may want to build there. You mean something like clusterio? Where you have a vast interconnected system of pocket-universes? He...
- Wed May 16, 2018 7:12 pm
- Forum: Ideas and Suggestions
- Topic: Entity Request Slot / Build Blueprint Over Existing Entities / Upgrade With Blueprints
- Replies: 4
- Views: 2913
Re: Entity Request Slot
The Upgrade Planner mod can't leave entities running, simply because of how it works (it deconstructs the original then builds the new one in its place), but I imagine an official version of it could incorporate quick replace functionality to avoid that.
- Wed May 16, 2018 7:02 pm
- Forum: Ideas and Suggestions
- Topic: Train stops
- Replies: 4
- Views: 1893
Re: Train stops
You can implement that with the circuit network. Specifically, by linking the stop to a rail signal on the rail you want to detect the other train on. Set the stop's leave condition to release the stopped train when the signal turns red, and the stopped train will start moving when the other train ...
- Wed May 16, 2018 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Trailers for Cars
- Replies: 7
- Views: 2647
Re: Trailers for Cars
Realistically, if you're that far away from your base, you should probably be building out a primary rail line as you explore (and plopping radars down periodically to scan further out). To that end, you can probably get away with just using a train to haul the supplies, and break out a car if you w...
- Tue May 15, 2018 3:07 pm
- Forum: Ideas and Suggestions
- Topic: Defensive upgrades
- Replies: 5
- Views: 2468
Re: Defensive upgrades
I feel like this is something that would be best left to mods. Give players defensive options that are too strong, and the player ends up being invulnerable to biters (which already happens to a certain extent). Buff biter damage to compensate, and players end up having to invest much more time and ...
- Mon May 14, 2018 6:44 pm
- Forum: Ideas and Suggestions
- Topic: Easy Way to Measure Portable Solar Panel Output
- Replies: 4
- Views: 1824
Re: Easy Way to Measure Portable Solar Panel Output
Does the "Solar Panel Power" field in the general armour information not update based on the time of day? I've never actually paid attention to it, since it's a given that it's going to be a too-small number. If it doesn't, that seems like the most obvious place to put this,
- Mon May 14, 2018 6:31 pm
- Forum: Ideas and Suggestions
- Topic: Fixing the power bars.
- Replies: 19
- Views: 6550
Re: Fixing the power bars.
I'd mostly just like to see some denominators. Present satisfaction as current demand/max demand (or current draw/current demand, as the bar currently shows), production as current supply/max supply, and accumulator charge as current charge/max charge. The numbers as they're presented now really are...
- Fri May 11, 2018 7:02 pm
- Forum: Ideas and Suggestions
- Topic: Simple suggestion: right click to place only 1 module
- Replies: 5
- Views: 2091
Re: Simple suggestion: right click to place only 1 module
I'll second this.