Search found 198 matches

by adam_bise
Sat Nov 28, 2020 1:42 am
Forum: Ideas and Suggestions
Topic: pls remove barrels or make them useful
Replies: 13
Views: 354

Re: pls remove barrels or make them useful

Barrels have their uses. I've used them in sushi belts and in long defended beltways, where just a little fluid is needed to be moved and letting a few barrels hitch a ride on a shared belt was easier squeezing in new pipe and widening the walls. They add flexibility. No reason to remove them at all.
by adam_bise
Wed Nov 25, 2020 5:38 pm
Forum: Ideas and Suggestions
Topic: Fluid Wagons When Train is on Curved Rail
Replies: 7
Views: 229

Re: Fluid Wagons When Train is on Curved Rail

Just FYI: the current pump is 11.4 megabytes across 222 sprite sheets. It's already insane with all of the directions and animations it has. Would it be possible to remove all of those variations and correct the connection issue by splitting the graphic into two pieces, and have the telescoping arm...
by adam_bise
Tue Nov 24, 2020 2:28 pm
Forum: Ideas and Suggestions
Topic: Fluid Wagons When Train is on Curved Rail
Replies: 7
Views: 229

Fluid Wagons When Train is on Curved Rail

TL;DR Allow fluid wagons to work when part of the train is on a curved rail by changing the pump arm graphic. What ? https://forums.factorio.com/viewtopic.php?p=500666#p500666 The way it is now looks dang pretty, but pumps wont connect to fluid wagons when part of the train is on a curved rail due ...
by adam_bise
Tue Nov 24, 2020 12:26 am
Forum: Ideas and Requests For Mods
Topic: Fluid Wagon Works Around Corners
Replies: 1
Views: 48

Re: Fluid Wagon Works Around Corners

Here is what a dev says would need to be done in the mod.

viewtopic.php?p=522078#p522078

Although I don't care much about the graphic. Could just remove the pump arm animation as long as it works!
by adam_bise
Tue Nov 24, 2020 12:22 am
Forum: Not a bug
Topic: [0.18.34] Train Graphical Misalignment?
Replies: 7
Views: 482

Re: [0.18.34] Train Graphical Misalignment?

best possible solution for this would be to change pump graphics to not have this overhanging arm for which a precise alignment is required to not look odd - in such case allowed alignment could be increased a lot. Couldn't the graphic itself be stretched to suit? It is supposed to be a hose anyway...
by adam_bise
Mon Nov 23, 2020 11:49 pm
Forum: Not a bug
Topic: [0.18.34] Train Graphical Misalignment?
Replies: 7
Views: 482

Re: [0.18.34] Train Graphical Misalignment?

boskid wrote:
Tue Jun 30, 2020 11:26 am
Mods should be able to do that (change gfx and increase alignment tolerance to 1 when pumps would always connect).
Just curious if anyone knows if such a mod exists? How hard would it be to create for someone with zero modding experience you think?
by adam_bise
Mon Nov 23, 2020 9:32 pm
Forum: Ideas and Requests For Mods
Topic: Fluid Wagon Works Around Corners
Replies: 1
Views: 48

Fluid Wagon Works Around Corners

Really I just want my pumps to "connect" to fluid wagons when the wagon and stop are separated by a curved rail. Also, would be nice if the spacing between cars in a train snapped to ideal distances at the moment a train stops at a train stop. Hopefully this will make loading and unloading less prob...
by adam_bise
Mon Nov 23, 2020 2:25 am
Forum: Gameplay Help
Topic: Done broke my train..
Replies: 6
Views: 316

Re: Done broke my train..

Also, you only need connect one tank to one pump to one fluid wagon. Using pipes will slow down the filling process. Multiple pumps are unnecessary as one pump will fill a tanker in 2 seconds. Normally I wouldn't use more than one. I was illustrating my confusion since I still thought there was an ...
by adam_bise
Sun Nov 22, 2020 11:41 pm
Forum: Gameplay Help
Topic: Done broke my train..
Replies: 6
Views: 316

Re: Done broke my train..

Gotcha. Sad to hear though, the entire premise of this playthrough was to use extremely long trains.

Good thing there is an endless amount of land because looks like I'm going to wind up having stupid long bases. Which poses an awkward problem for my mining plans lol.

Thanks for the quick reply!
by adam_bise
Sun Nov 22, 2020 11:19 pm
Forum: Gameplay Help
Topic: Done broke my train..
Replies: 6
Views: 316

Done broke my train..

Can't get my train to load any liquids. Regular wagons load, but fluid ones dont.. Train is 20 locos - 120 wagons - 20 locos. Spent a while laying it all out and testing advancing wagons across loaders with multiple stops. This whole process is loaded with problems, but I found that using the inner ...
by adam_bise
Tue Nov 17, 2020 11:23 pm
Forum: Gameplay Help
Topic: Wake base on flamethrower turret
Replies: 4
Views: 413

Re: Wake base on flamethrower turret

Oh sorry. Forgot to mention, the entire base is isolated. When it goes to sleep, all power is cut off. So, the only signals that can wake it up are ones that do not require power to update, such as from a train stop, belt, or tank. Which is why I read oil from tank to signal O which doesn't update w...
by adam_bise
Tue Nov 17, 2020 1:59 am
Forum: Gameplay Help
Topic: Wake base on flamethrower turret
Replies: 4
Views: 413

Re: Wake base on flamethrower turret

Blueprint attaches a copper wire between the 2 medium poles which needs to be removed.

Also forgot to connect lamp to adjacent combinator and set it to enable with M>0 and use color.

Also, the tank needs to have oil and power needs to be on momentarily so O signal can be updated to match oil signal.
by adam_bise
Tue Nov 17, 2020 1:44 am
Forum: Gameplay Help
Topic: Wake base on flamethrower turret
Replies: 4
Views: 413

Wake base on flamethrower turret

I have a base which goes to sleep when it is not used. Sometimes biters attack after this happens. I set up a circuit to activate a power switch when a flamethrower uses oil. Then a timer to make it last more than a couple ticks. I think I've over complicated the thing. Anyone feel like taking a loo...
by adam_bise
Wed Nov 11, 2020 3:42 am
Forum: Ideas and Suggestions
Topic: Copying Train Orders within Train-Schedule List
Replies: 6
Views: 277

Re: Copying Train Orders within Train-Schedule List

I was just searching forums on how to copy paste stops in schedule and came across this.

Manually updating a single stop in the schedule of many trains is annoying. I take it you cant copy paste without re-writing the whole schedule.

Shift right / left click on drag bar would be nice.
by adam_bise
Wed Nov 04, 2020 3:15 pm
Forum: Releases
Topic: Version 1.0.0
Replies: 127
Views: 58718

Re: Version 1.0.0

Just wanted to congratulate your team on the 1.0 release and to thank you for creating a game that I have enjoyed for many hours.
by adam_bise
Tue Oct 20, 2020 4:08 pm
Forum: Gameplay Help
Topic: Struggling with a simple combinator setup
Replies: 4
Views: 487

Re: Struggling with a simple combinator setup

Awesome! Exactly what I needed. Thank you!
by adam_bise
Mon Oct 19, 2020 8:25 pm
Forum: Gameplay Help
Topic: Struggling with a simple combinator setup
Replies: 4
Views: 487

Struggling with a simple combinator setup

Howdy, I have a set of labs and beacons wired to a power switch. I have an isolated accu and solar panel with a single lab that I use to detect when is a research happening. The goal is to power the beacons when they're needed and shut them off otherwise. I did this with a simple SR latch A<90,S A=1...
by adam_bise
Sat Aug 03, 2019 6:20 am
Forum: Releases
Topic: Version 0.17.60
Replies: 423
Views: 45312

Re: Version 0.17.60

I don't like the oil changes. There are plenty of ways to balance basic oil. Working out how was part of the fun. What's next? Reduce the game to a $30.00 "I win" button? "New players aren't able to launch a rocket in their first sitting, by god someone do something!" I always wonder where the dumbi...
by adam_bise
Thu May 30, 2019 10:02 pm
Forum: Gameplay Help
Topic: Too much robots
Replies: 10
Views: 942

Re: Too much robots

Could also be that there aren't enough bot spaces due to a lack of roboports. Each roboport can dock a max of what, 350 bots?
by adam_bise
Thu May 30, 2019 9:58 pm
Forum: Gameplay Help
Topic: Remove all items on transport-belts
Replies: 7
Views: 1628

Re: Remove all items on transport-belts

Well, you could create a massive blueprint of your map, right click / remove all entities in the BP except belts, splitters, and undergrounds, then create a deconstruction planner that whitelists all belts, splitters and undergrounds. Then use the decon planner over your whole base, and re-stamp the...

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