Search found 39 matches

by Tairon96
Wed Jan 23, 2019 1:02 am
Forum: This Forum
Topic: Suggestion : Summary / Conclusion within first 3 post of FFF discussion
Replies: 7
Views: 3315

Re: Suggestion : Summary / Conclusion within first 3 post of FFF discussion

@ Jap2.0 Hmmm, don't know, if I should reply to Jap2.0 . I will try it ... ______ Maybe my English is not well enough to make my point clear in the opening post. Maybe my English is not well enough to understand what Jap's point is. For me it sounds like I have somehow offended him and his answer is...
by Tairon96
Wed Jan 23, 2019 12:51 am
Forum: This Forum
Topic: Suggestion : Summary / Conclusion within first 3 post of FFF discussion
Replies: 7
Views: 3315

Re: Suggestion : Summary / Conclusion within first 3 post of FFF discussion

@ Koub Your suggestion does make sense. However, I see three issues with it : 1) What you ask for represents a tremendous work. Not the 3 post reserving at the beginning of each FFF thread, but the second post summary and the third post conclusion would represent a time involvement no moderator has,...
by Tairon96
Sun Jan 20, 2019 7:13 am
Forum: This Forum
Topic: Suggestion : Summary / Conclusion within first 3 post of FFF discussion
Replies: 7
Views: 3315

Re: Suggestion : Summary / Conclusion within first 3 post of FFF discussion

The result of discussions is posted in the Releases forum. ΒΏ :shock: ? I am sorry, but in the release forum, there are "only" the results of the development posted. Development is not public discussion. It's not even close the same. ______ The "result" of the "Bots vs Belts...
by Tairon96
Sat Jan 19, 2019 10:39 am
Forum: This Forum
Topic: Suggestion : Summary / Conclusion within first 3 post of FFF discussion
Replies: 7
Views: 3315

Suggestion : Summary / Conclusion within first 3 post of FFF discussion

TL;DR First post in FFF discussion like it is now Second post reserved, edited and maintained by any forum mod to summarize the discussion Third post in FFF discussion reserved and edited after discussion is ended to describe any possible conclusion ______ What ? In the obvious case a FFF will lead...
by Tairon96
Fri Jan 18, 2019 11:02 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 60900

Re: [MOD 0.16] Deadlock's Crating Machine

Hi Deadlock, I really like your mod. It gives stacking a touch of realism. As a side effect there is a small extra puzzle for logistic lovers like me : Do not squeeze too many crates into the system or you might get a deadlock in your material flow ;) *sigh* I also like your inline stacking belt box...
by Tairon96
Fri Jan 18, 2019 9:41 pm
Forum: Ideas and Suggestions
Topic: Suggestion about Planet impact on our factories
Replies: 4
Views: 2108

Re: Suggestion about Planet impact on our factories

I like the idea of adding weather effects to Factorio. In the late game there are very little unpredictable events. Hazardous weather effects that interrupt a little bit the overall repeating steps to enlarge your factory complex / enlarge your territory might spice up the game play. For example : I...
by Tairon96
Wed Jan 16, 2019 11:34 pm
Forum: Ideas and Requests For Mods
Topic: Changing effects on evolution / changing pollution spread
Replies: 8
Views: 3447

Re: Changing effects on evolution / changing pollution spread

Thanks a lot for this boost !

In some cases, it is not exactly the thing I am aiming at ... but I hope, I can manage this cliff.

Again : Many, many thanks for your help !
by Tairon96
Wed Jan 16, 2019 9:03 am
Forum: Gameplay Help
Topic: About pollution and green mods
Replies: 10
Views: 5590

Re: About pollution and green mods

Sorry, but since my English is not the best, it is sometimes hard to explain all the details with understandable words. I know this parameter ( quite well :D ). This is my personal friend and enemy. But I want to achieve a different way how pollution is measured before this particular parameter is c...
by Tairon96
Wed Jan 16, 2019 8:45 am
Forum: Ideas and Requests For Mods
Topic: Changing effects on evolution / changing pollution spread
Replies: 8
Views: 3447

Changing effects on evolution / changing pollution spread

Hi, I would like to know, if someone accidentally has already investigated if following things are possible : (a) Is there a way to modify the evolution progress formula / effects on the evolution ... other than changing the parameters ? (b) Is there a way to modify/remove the cleaning effect of ope...
by Tairon96
Wed Jan 16, 2019 6:11 am
Forum: Gameplay Help
Topic: About pollution and green mods
Replies: 10
Views: 5590

Re: About pollution and green mods

It is worth pointing that that your problem doesn't really exist in vanilla, since in vanilla there is no way to clean up pollution (other than letting trees etc absorb it). The vanilla equivalent is to reduce pollution emitted by using efficiency modules. I know this :? In vanilla my playing mode ...
by Tairon96
Tue Jan 15, 2019 10:28 pm
Forum: Gameplay Help
Topic: About pollution and green mods
Replies: 10
Views: 5590

Re: About pollution and green mods

Hmmm. "My" problem is sadly not touched by your post : I am playing with several Mods on a Deathworld. Every tiny bit of pollution that "escapes" speeds up the evolution progress and therefore reducing my time to prepare for the really nasty / angry neighbors. My goal is to reduc...
by Tairon96
Tue Jan 15, 2019 7:01 pm
Forum: Ideas and Suggestions
Topic: Logistics Robot Balance
Replies: 36
Views: 11605

Re: Logistics Robot Balance

(*still-reading-thread-FFF225@p12*) :shock: As far as I have read most arguments vs a bot nerf are summarised as N.I.M.B.Y. Although I have read a lot of suggestions to handle this problem, I have not read an opinion of the Devs about any of these suggestions ... but I am only at p 12 so far. ___ Ad...
by Tairon96
Tue Jan 15, 2019 12:42 am
Forum: Gameplay Help
Topic: About pollution and green mods
Replies: 10
Views: 5590

Re: About pollution and green mods

I don't plan to undo the evolution. I just think it is crazy the evolution progresses by the produced pollution although I clean up the pollution with the help of Bio Industry. I have reduced as much as possible pollution by using Bob's modules. But there is still a little bit pollution left. In the...
by Tairon96
Mon Jan 14, 2019 5:16 am
Forum: Gameplay Help
Topic: About pollution and green mods
Replies: 10
Views: 5590

About pollution and green mods

I have just started to reorganize my base : * Dismantled all machines * Picked up all belts * etc I have only left the outer perimeter defence, the solar arrays, the accumulator arrays and the robo ports untouched. I tried to rebuild ( more organized :mrgreen: ) the factory. But although I have not ...
by Tairon96
Fri Jan 11, 2019 8:13 pm
Forum: Ideas and Suggestions
Topic: Underground belt exit turns
Replies: 8
Views: 3879

Re: Underground belt exit turns

As I said, in this simple example this workaround is a proper solution. But if the circumstances ( surrounding machines / belts / ... ) are a bit different the underground belt in the green colored lane might not be an option. In such a case it would be nice to have an entry / exit for the undergrou...
by Tairon96
Fri Jan 11, 2019 4:44 pm
Forum: Ideas and Suggestions
Topic: Underground belt exit turns
Replies: 8
Views: 3879

Re: Underground belt exit turns

There is a mod here: https://mods.factorio.com/mod/beltlayer And another here for a similar thing for underground pipes: https://mods.factorio.com/mod/underground-pipe-pack Hmmm. I think the OP has not asked for a way to add corners and things like that in vanilla. He would like to see "only&q...
by Tairon96
Thu Jan 10, 2019 10:17 am
Forum: Ideas and Suggestions
Topic: Implement priority signals for trains
Replies: 38
Views: 12498

Re: Implement priority signals for trains

I don't know how this could be integrated into the game in a way that is handy for the players regarding UI. You are asking for a train signal that ... ... is looking into the future. (or other way around) ... is changing its decision to give free way even if there is already a train in the signal's...
by Tairon96
Thu Jan 10, 2019 10:01 am
Forum: Ideas and Suggestions
Topic: Option in inserters to only load locomotives/trains
Replies: 9
Views: 4772

Re: Option in inserters to only load locomotives/trains

[...] Btw, I forgot to mention a diffrent situation I had when I got fuel in the cargo wagons, I once had a train traveling like 5 minutes to a huge iron mine of like 500 million, it went through enemy territory (they somehow did not do anything to the trainrails), and that train regulary hits bite...
by Tairon96
Mon Jan 07, 2019 5:49 pm
Forum: Balancing
Topic: All turrets should require circuits
Replies: 12
Views: 4783

Re: All turrets should require circuits

Might be a good idea on purpose of realism ... but I don't know if all good ideas concerning realism are good ideas for a game. For example none of the inserters or assembly machines need electronic engines. How is the electrical energy converted into motion, hmmm? And I have not seen an internal co...
by Tairon96
Tue Dec 18, 2018 12:10 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Impossible to ban player.
Replies: 9
Views: 4223

Re: [Rseding91] Impossible to ban player.

The handling of players by their names with Unicode characters is not a smart idea. For example there are several types of whitespace in Unicode. They all look the same. But for a comparison they are different. It might be better to implement same kind of player ID. This number could be use to refer...

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