Search found 122 matches

by burninghey
Sat Sep 14, 2024 11:51 am
Forum: Ideas and Suggestions
Topic: [Factorio.com] Add a way to sort the search results from the FFF
Replies: 3
Views: 393

[Website] Improving FFF's search option

TL;DR Searching FFF's is pure chaos What ? Searching the FFFs - for example: https://factorio.com/blog/search/train is a bad mess. Why? Suggestion: sort the search result by time created or title (new entries first) This should be as easy as adding "ORDER BY .." to the sql query. Why ? Yo...
by burninghey
Fri Sep 13, 2024 11:46 am
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 81
Views: 7756

Re: Friday Facts #428 - Reactor & Logistics circuit control

Terrahertz wrote:
Fri Sep 13, 2024 11:39 am
burninghey wrote:
Fri Sep 13, 2024 11:38 am
Reading temperature feels easy, true.
What is this little R / G at the decider combinator interface?
Red and Green, so you can choose the signal input.
Oh well, why not using the red/green wire icon instead :ugeek:
by burninghey
Fri Sep 13, 2024 11:44 am
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 81
Views: 7756

Re: Friday Facts #428 - Reactor & Logistics circuit control

Importantly (or unfortunately), it does not include items needed to build ghosts (construction requests).
Oh please, try again!

There is a mod for this, but i was hoping you may include it in the game.
by burninghey
Fri Sep 13, 2024 11:38 am
Forum: News
Topic: Friday Facts #428 - Reactor & Logistics circuit control
Replies: 81
Views: 7756

Re: Friday Facts #428 - Reactor & Logistics circuit control

Reading temperature feels easy, true.
What is this little R / G at the decider combinator interface?
by burninghey
Fri Jul 26, 2024 7:42 pm
Forum: Ideas and Suggestions
Topic: Blueprint with consumeables
Replies: 3
Views: 405

Re: Blueprint with consumeables

I'm asking for the feature, because it's already implemented - but not publicy available / inconsistent. Tried to do a bug report first https://forums.factorio.com/viewtopic.php?f=23&t=112710 - Building reactors with a request for 1 fuel makes it easy to add some logic like this https://wiki.fac...
by burninghey
Wed Jul 17, 2024 11:11 am
Forum: Ideas and Suggestions
Topic: Blueprint with consumeables
Replies: 3
Views: 405

Blueprint with consumeables

For blueprinting trains, this is in game already: Bild_2024-07-17_125512336.png Please let me show you some cases, where filter was called wrong or gone missing: Bild_2024-07-17_125619061.png Bild_2024-07-17_125737989.png Blueprint strings for reference Reactor 0eNqFkN1KxDAQRl9Fvut0IVlrax5grxdvRZa0O...
by burninghey
Thu May 30, 2024 6:25 pm
Forum: Implemented in 2.0
Topic: Add simple train stop priorities on top of 1.1 train limit system.
Replies: 16
Views: 5593

Re: Add simple train stop priorities on top of 1.1 train limit system.

How about adding a penalty based on how many slots are reserved?
by burninghey
Wed Mar 27, 2024 10:30 am
Forum: Not a bug
Topic: [1.1.104] there is no train (wrong description)
Replies: 1
Views: 422

[1.1.104] there is no train (wrong description)

I got some blueprints with requested items. It works similar as train fuel or modules. Could be fuel in a nuclear reactor or ammo in a turret. It's called Brennstoff in Zügen (fuel in trains). It should be called just fuel (or whatever it is), without mentioning a train. For ammo it's inconsistent. ...
by burninghey
Fri Feb 23, 2024 3:09 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 58051

Re: Friday Facts #399 - Trash to Treasure

insane .. love it!
by burninghey
Fri Jan 26, 2024 2:51 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 24438

Re: Friday Facts #395 - Generic interrupts and Train stop priority

I never used icons in stop names, making that a necessity sounds like a terrible idea
by burninghey
Sat Jan 06, 2024 12:33 am
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 31768

Re: Friday Facts #392 - Parametrised blueprints

Tooster wrote:
Fri Jan 05, 2024 12:51 pm
A really nice feature! I have one feature request though to help with UX:

Instead of a fixed number of signals from 0-9 I would recommend a tag/name based system.
True! I like variables with descriptive names
by burninghey
Tue Oct 31, 2023 2:57 am
Forum: Technical Help
Topic: Crash on train station rename
Replies: 2
Views: 472

Re: Crash on train station rename

After loading the autosave, I recognized Shift-Ö opens some Discord window.
It did not before, seems it's a conflict
by burninghey
Tue Oct 31, 2023 2:53 am
Forum: Technical Help
Topic: Crash on train station rename
Replies: 2
Views: 472

Crash on train station rename

1.1.94 windows11 I tried to give my train station the name "Roh-Öl" (german for crude oil). After typing in the Ö factorio does not accept any input. Nothing works. No Escape, no click somewhere, no Alt-F4. Game seems to keep running, but it does not recognize any input. Bild_2023-10-31_03...
by burninghey
Thu May 19, 2022 8:06 pm
Forum: Minor issues
Topic: [1.1.59] Roboports connection not visible
Replies: 4
Views: 2006

Re: [1.1.59] Roboports connection not visible

wow 4 yrs later :D no Bug there is a gap in X and Y direction between these 2 roboports - thats why you don't see a connection line. that there is a connection from behind doesn't matter wrong. This suggests there are 2 different bot networks, while it's one. The connection shows up while building: ...
by burninghey
Tue May 17, 2022 9:06 pm
Forum: Minor issues
Topic: [1.1.59] Roboports connection not visible
Replies: 4
Views: 2006

[1.1.59] Roboports connection not visible

These roboports are connected, but the dashed line is missing. I have built them with a blueprint. robobug1.png When relocating one of them, or delete and build again manually, the dashed line appears: robobug2.png Blueprint: 0eNqdnc1yXDlyRl9FwXWx4wK4+OvlOLz1wlu7w0FRZXXFUKRMkR1ud+i1vPJuXsxVlESWipms7...
by burninghey
Fri Feb 04, 2022 2:42 pm
Forum: News
Topic: Friday Facts #367 - Expansion news
Replies: 220
Views: 138835

Re: Friday Facts #367 - Expansion news

Awwww :3

Application for closed beta testing: search.php?keywords=&terms=all&author=b ... mit=Search
by burninghey
Fri Feb 04, 2022 2:33 pm
Forum: Energy Production
Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
Replies: 12
Views: 7511

Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)

In this screenshot https://forums.factorio.com/download/file.php?id=63990 every single reactor has it's own load control + some indication lights + backup power in the inner circle Ok, do you have some blueprint you could send me? Then i try to adapt it to my reactor. https://factorioprints.com/vie...
by burninghey
Thu May 27, 2021 3:28 pm
Forum: Energy Production
Topic: 2x2 easy nuclear with self-regulation, no bots
Replies: 2
Views: 3530

2x2 easy nuclear with self-regulation, no bots

4 Reactor Design 480MW incl. self-regulation easy to build / no bots / start itself tile-able. put in a row incl. solar backup for circuitry + inserters. immune to external power shortage fuel efficient waste control: automatic shut off single reactors if too much energy how to use: build via bots ...
by burninghey
Thu May 27, 2021 3:20 pm
Forum: Energy Production
Topic: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)
Replies: 12
Views: 7511

Re: 2N-Reactor, ultra-compact (EPD 187 kW/Tile)

In this screenshot https://forums.factorio.com/download/file.php?id=63990 every single reactor has it's own load control + some indication lights + backup power in the inner circle Ok, do you have some blueprint you could send me? Then i try to adapt it to my reactor. https://factorioprints.com/vie...

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