Search found 93 matches

by Yandersen
Thu Oct 01, 2020 1:46 pm
Forum: Ideas and Suggestions
Topic: Container free space signal
Replies: 8
Views: 1910

Re: Container free space signal

Supporting the suggestion - reporting the number of filled\empty stack slots would be useful. I think limits should not be taken into account.
by Yandersen
Sat Sep 19, 2020 1:18 pm
Forum: Ideas and Suggestions
Topic: Chests of variable length
Replies: 6
Views: 461

Re: Chests of variable length

I strongly against the idea of merging of already-placed chests. It raises too many questions of complexion, believeability and special conditions like connectivity (in case of mod suggested), individual volume limitations, wire connections and items. Therefore I think that most reliable way to deal...
by Yandersen
Wed Sep 16, 2020 1:39 pm
Forum: Ideas and Suggestions
Topic: Chests of variable length
Replies: 6
Views: 461

Re: Chests of variable length

Oh yes, here is why. Train unloading is the main issue. I normally use 3, 6, 9 or 12 chests per unloading station, depending on how many red belts must be fed (3 chests with stack inserters fill the belt with no gaps). But in case the consumption of the belts is not equal, chests may have different ...
by Yandersen
Wed Sep 16, 2020 12:22 am
Forum: Ideas and Suggestions
Topic: Chests of variable length
Replies: 6
Views: 461

Chests of variable length

A possibility to create a chests of variable length (1xN) when placed with dragging. To do this a little change in placement mechanics is needed: the chest item should NOT be placed immediately at the point when the LMB pressed, but only upon release of it. This will add a possibility to set the siz...
by Yandersen
Sun Oct 13, 2019 4:07 pm
Forum: Ideas and Requests For Mods
Topic: Space Magnate game mode
Replies: 1
Views: 444

Re: Space Magnate game mode

There is a mod called " Black Market ", which is somewhat close to the thing proposed (too bad the author dropped it). Anyway, the way the trading works in Black Market is through the magic chests, tanks and accums, exchanging contents with some sort of "trading realm", I guess. ...
by Yandersen
Sat Oct 12, 2019 11:19 am
Forum: Ideas and Requests For Mods
Topic: Space Magnate game mode
Replies: 1
Views: 444

Space Magnate game mode

Overhaul of the basic game concept. "In the age of advanced technologies, intergalactic travel and space-wide economy, the freelancing individuals started to claim the entire planets for their business needs." We start as one of those individual entrepreneurs who just landed on Nauvis. The...
by Yandersen
Sat Aug 31, 2019 4:34 am
Forum: Ideas and Requests For Mods
Topic: Double Furnace (Iron & Copper)
Replies: 4
Views: 600

Re: Double Furnace (Iron & Copper)

Why not just mixing ores on a supply belt and using filter inserters after the furnace? Will work in vanilla.
by Yandersen
Sun Aug 25, 2019 8:45 am
Forum: Ideas and Suggestions
Topic: Show Logistic/Circuit conditions in tooltips.
Replies: 11
Views: 1362

Re: Show Logistic/Circuit conditions in tooltips.

Adding myself to the voters' pool. I think tooltips for the entities should be reworked to be more useful and informative.
by Yandersen
Wed Aug 21, 2019 9:11 pm
Forum: Ideas and Requests For Mods
Topic: Space trading game concept
Replies: 2
Views: 486

Re: Space trading game concept

You guessed right! XD Just finished the playthrough with MSI. Yeah, that one made me think about those things proposed.
by Yandersen
Wed Aug 21, 2019 9:07 pm
Forum: Ideas and Requests For Mods
Topic: New modules for the armor
Replies: 6
Views: 848

Re: New modules for the armor

The armor charging thing already exists as a mod, works pretty good. Xterminator did a mod spotlight; https://www.youtube.com/watch?v=1rQk36DZ4Ss https://mods.factorio.com/mod/Induction%20Charging Yeah, I know this one. Unfortunately for me, I also have some understanding of electronics and physics...
by Yandersen
Tue Aug 20, 2019 5:30 pm
Forum: Ideas and Requests For Mods
Topic: Space trading game concept
Replies: 2
Views: 486

Space trading game concept

Vanilla experience leaves an aftertaste of pointless affords. A whole game is about a single rocket launch. Feels like half of the story. IMO, the game should be just about rocket launches, many of them, and that is where resources should go - into production of actual things, not absurdly sinking i...
by Yandersen
Tue Aug 20, 2019 4:15 pm
Forum: Ideas and Requests For Mods
Topic: New modules for the armor
Replies: 6
Views: 848

Re: New modules for the armor

The armor charging thing already exists as a mod, works pretty good. Xterminator did a mod spotlight; https://www.youtube.com/watch?v=1rQk36DZ4Ss https://mods.factorio.com/mod/Induction%20Charging Yeah, I know this one. Unfortunately for me, I also have some understanding of electronics and physics...
by Yandersen
Mon Aug 19, 2019 4:37 pm
Forum: Ideas and Requests For Mods
Topic: "heat furnace", new furnace using heat from nuclear reactor
Replies: 13
Views: 1503

Re: "heat furnace", new furnace using heat from nuclear reactor

Unrealistic. Especially for the furnaces (much higher temperatures needed than 1000 C). For chem plants... Well, not really either - usually reactions require certain specific temperatures, and reactors' temp tend to fluctuate. The idea itself is attractive, but IT'S A TRAP!!! :)
by Yandersen
Mon Aug 19, 2019 4:23 pm
Forum: Railway Setups
Topic: Smart Station for outposts
Replies: 7
Views: 2844

Re: Smart Station for outposts

Hah, truly, it is so simple! Just use a control wire to connect ALL boxes with each other and the station, configure the condition when the station should start inviting visitors and voila! No combinators needed at all. Hm, works like that. What was the problem with it initially? IDK, doesn't matter...
by Yandersen
Mon Aug 19, 2019 3:07 pm
Forum: Railway Setups
Topic: Smart Station for outposts
Replies: 7
Views: 2844

Re: Smart Station for outposts

Hah, nope. At the moment the station disabled any loading train leaves it immediately, so it will leave unfull. Tried that. They once made it this way, but repatched it back in. I'm using circuit controled trainstations aswell and its working just fine. Maybe it has something to do with the wait co...
by Yandersen
Mon Aug 19, 2019 2:25 pm
Forum: Railway Setups
Topic: Smart Station for outposts
Replies: 7
Views: 2844

Re: Smart Station for outposts

But f you drop the wire to the signal then the train will simply drive through the disabled station and go somewhere else. Holy guacamole, you r right! Then there will be no need for a mentioned chain signal for detour! That smart, will work on that. Thank you! You can also improve the station: If ...
by Yandersen
Mon Aug 19, 2019 2:12 pm
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 367
Views: 111643

Re: Parrallel processing in games & applications

Jeez, seeing a topic like this surprised me as much as a cooler on my laptop which sometimes just stops and chills when I play Factorio. Honestly, the level of optimization this game has right now is just epic. Whoever wrote the code must be a magician and truly deserves a cookie. Really, the qualit...
by Yandersen
Sun Aug 18, 2019 2:49 am
Forum: Railway Setups
Topic: Smart Station for outposts
Replies: 7
Views: 2844

Smart Station for outposts

Assume you have dozens of mining posts of multiple sizes scattered around the map. And train network grid coverage over the large area. And one centralized unloading location, from which trains dispatched empty and return full of ore. When you need more ore, you build another outpost somewhere, conn...
by Yandersen
Thu Aug 15, 2019 7:53 pm
Forum: Ideas and Suggestions
Topic: New enemy suggestion: Stalker
Replies: 6
Views: 860

Re: New enemy suggestion: Stalker

Koub wrote: ↑
Tue Aug 13, 2019 9:50 am
(although I think that it's very unlikely, being that close to the release).
You make it sound like release means the end of development. Nah, I must be just paranoid as always... :)
by Yandersen
Thu Aug 15, 2019 7:49 pm
Forum: Ideas and Suggestions
Topic: Map mode showing radar coverage AND radar positions
Replies: 4
Views: 514

Re: Map mode showing radar coverage AND radar positions

Absolutely right idea!
Joining the club without second thought.

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