Search found 68 matches

by planetmaker
Thu Sep 19, 2019 9:22 am
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 2
Views: 14

Re: One Wire for control circuits, colours as channels

I like the idea quite a lot.

I've one practical question which is mostly an UI one: how do we assign / visualize the colours to the colour channels?
by planetmaker
Wed Sep 18, 2019 8:26 am
Forum: Gameplay Help
Topic: What's wrong with my oil setup
Replies: 7
Views: 156

Re: What's wrong with my oil setup

In order to elaborate on the two answers a bit more: a refinery must be able to produce *all three* products or it will stop working. If one of the products is jammed as tanks are completely full, then the refinery will not produce anything, even when the other two products are completely empty (e.g...
by planetmaker
Mon Sep 16, 2019 10:50 am
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 131
Views: 9364

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

Surely I'm missing something pretty obvious or a big part and the devil certainly is in the detail: Do the single pipe elements (including pumps, storage tanks, pipe-to-ground, straight pipe) have all a separate storage to indicate how much fluid they contain? If so, wouldn't a possible fix to the f...
by planetmaker
Mon Sep 16, 2019 9:03 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 601
Views: 156661

Re: [MOD 0.15] SmartTrains 2.0.5

Excuse my ignorance: what is the advantage of this mod over what I can do in vanilla? I read the description and this thread, but I'm somewhat puzzled: What I see, reading this thread and the feature list I see mostly one point: * order lists to which I can assign trains (as such: one set of orders ...
by planetmaker
Mon Sep 16, 2019 8:40 am
Forum: General discussion
Topic: [0.16] Belt LANE Mixing Balancer Question?
Replies: 7
Views: 253

Re: Belt Mixing LANE Balancer Question?

Well designed factories consume in perfect ratios and don't need balancers slapped everywhere. It's a question of how you measure "well-designed". While it's possible to raise "input must match output exactly" to the all-defining scale for a good factory design, it isis by a long shot not the only ...
by planetmaker
Sat Sep 14, 2019 5:44 am
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 26
Views: 512

Re: Trains: Chain signals should factor in the length of the train

Then I would say: Try to understand why it is not. Hint: Any system - a railway, a telephone system, a webserver, whatever - can only be scaled up to a certain point. If you reach that point you need a new system. Thanks, that's exactly the point I tried to make. But I notice that I phrased my repl...
by planetmaker
Fri Sep 13, 2019 11:35 am
Forum: Ideas and Suggestions
Topic: Rocket launch shouldn't be able to destroy science
Replies: 23
Views: 608

Re: Rocket launch shouldn't be able to destroy science

I disagree, utilising the circuit network isn't a woarkaround, but integral to a possible playstyle. In most cases even one active provider chest (or alternativly atrain wagon) will likley prevent any science destruction, considerung the huge stack size of space science. Should a player continue af...
by planetmaker
Fri Sep 13, 2019 10:19 am
Forum: Ideas and Requests For Mods
Topic: SR-latch
Replies: 8
Views: 138

Re: SR-latch

My suggestion: create a blueprint for the SR latch and share it with those people (e.g. your family). Of course, switching on backup power, is the most obvious use, it is not common enough to warrant a special item for that in the vanilla game IMHO (maybe one can make a mod to create such item - th...
by planetmaker
Fri Sep 13, 2019 8:18 am
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 26
Views: 512

Re: Trains: Chain signals should factor in the length of the train

I think thats what the game is about. You can scale your design to a certain size but then it becomes inefficient. Maybe it would be a better idea to use two trains in the first place. Adding no-brainer elements doesnt make the game better. It just benefits lazyness to rework or build a suited rail...
by planetmaker
Fri Sep 13, 2019 8:10 am
Forum: Ideas and Requests For Mods
Topic: SR-latch
Replies: 8
Views: 138

Re: SR-latch

My suggestion: create a blueprint for the SR latch and share it with those people (e.g. your family). Of course, switching on backup power, is the most obvious use, it is not common enough to warrant a special item for that in the vanilla game IMHO (maybe one can make a mod to create such item - the...
by planetmaker
Fri Sep 13, 2019 8:05 am
Forum: Ideas and Suggestions
Topic: Rocket launch shouldn't be able to destroy science
Replies: 23
Views: 608

Re: Rocket launch shouldn't be able to destroy science

I believe the OP has quite a valid point: the game behaves counter-intuitively in this case (even when it's reasonably edge-case). One would expect the rocket to simply not launch if the science pack storage inside the launch facility is full. Practical solution: allow the rocket to start and produc...
by planetmaker
Wed Sep 11, 2019 9:05 am
Forum: Gameplay Help
Topic: Blueprint copy/paste
Replies: 6
Views: 140

Re: Blueprint copy/paste

Rails can only be placed in increments of *2* tiles. For this reason you describe I have separate blueprints for the station (station, tracks, circuit logic) and the actual (un)loaders with belts. That way I can use the station blueprint somewhat independent of train length. And place a different bl...
by planetmaker
Tue Sep 10, 2019 11:15 pm
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 26
Views: 512

Re: Trains: Chain signals should factor in the length of the train

And yes, the train status gets mixed into the signal. But that is already the case for chain signals in the blue state. The signal can only decide to let a train pass or block it by knowing which path it wants to take. I only add the length to the state as well. Not quite, it is different things. L...
by planetmaker
Tue Sep 10, 2019 2:31 pm
Forum: Ideas and Suggestions
Topic: Trains: Chain signals should factor in the length of the train
Replies: 26
Views: 512

Re: Trains: Chain signals should factor in the length of the train

Chain signals should let a train pass when it can clear the next full signal instead of when it can cross the next full signal. I disagree. Reasoning: Current behaviour is simple to comprehend and also implement: a chain signal allows passage to the next green normal signal. Everyone can understand...
by planetmaker
Tue Sep 10, 2019 11:11 am
Forum: Assigned
Topic: [Oxyd] [0.16.51] Frozen Biters
Replies: 9
Views: 1576

Re: [Oxyd] [0.16.51] Frozen Biters

I can confirm similar or identical behaviour in 0.17.68. Yesterday I found some random biters and spitters from artillery-destroyed nests which walked up to the proximity of my base, but now sit there and do nothing but sit motionless. I can provide a savegame, if needed (I don't have it available h...
by planetmaker
Tue Sep 10, 2019 10:27 am
Forum: Gameplay Help
Topic: Show all signals in a circuit network
Replies: 1
Views: 95

Show all signals in a circuit network

In my mall and at some supply stations for factories I frequently run into the problem to review the available signals on a circuit network (e.g. for the (un)loading stations) as the available place for icons below a power pole is too small to show all of the input, less the output signals in case o...
by planetmaker
Tue Sep 10, 2019 8:34 am
Forum: Modding interface requests
Topic: Beacon with defined modules
Replies: 4
Views: 111

Re: Beacon with defined modules

That seems like possible:

https://wiki.factorio.com/Prototype/Beacon lists as one property
allowed_effects :: EffectTypeLimitation (optional)
by planetmaker
Mon Sep 09, 2019 10:23 am
Forum: General discussion
Topic: Licensing and mod portal
Replies: 90
Views: 2743

Re: Licensing and mod portal

Puh, I'm surprised and not surprised at the same time that a license debate hit the factorio community (as well). I'm always severely saddened by this as it usually only leads to suffering (which we already see here) - and later people leaving in anger. It's a field scattered in highly-explosives mi...
by planetmaker
Thu Sep 05, 2019 10:36 pm
Forum: Duplicates
Topic: [0.17.68] Walls remain attached to blown-up cliffs
Replies: 1
Views: 64

[0.17.68] Walls remain attached to blown-up cliffs

In the savegame some cliffs are marked for removal[*]. Walls in their vicinity "attach" graphically to them. When you turn on the personal roboport, the cliffs are exploded, but the walls keep their shape as if the cliffs were still there. If you remove and build anew the same structure, it looks vi...
by planetmaker
Thu Sep 05, 2019 11:32 am
Forum: Off topic
Topic: How old are the players of Factorio
Replies: 50
Views: 18846

Re: How old are the players of Factorio

When I was a kid,
my parents drove an original beetle, mechanical or electrical typewriters were a thing and big news were the first signing of treaties reducing number of nuclear missiles in central Europe... television was already in colour though :D

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