Search found 26 matches

by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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...
by adjl
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.
by adjl
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 ...
by adjl
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...
by adjl
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 ...
by adjl
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,
by adjl
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...

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