Search found 15 matches

by lindenk
Tue Nov 05, 2024 7:53 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 22722

Re: Quality levels: combine all recipes into one recipe

I honestly thought this was how it worked initially. It just seems way more intuitive. The only real downside is accidentally mixing belts and losing quality materials which is a factory design challange, not a gave design issue
by lindenk
Tue Nov 05, 2024 3:49 am
Forum: Ideas and Suggestions
Topic: Lab circuit connection - read technology cost
Replies: 4
Views: 753

Re: Lab circuit connection - read technology cost

I was about to post this request as well. I'd like to make science on demand (mostly for the perishable one) and this would let us do that with circuits
by lindenk
Sun Nov 03, 2024 11:39 pm
Forum: Ideas and Suggestions
Topic: signal sharing between planet and orbit
Replies: 14
Views: 2281

Radars on space platforms should link signals to the planet under them

Allow bridging signals from planets to the space platforms above them using radars. As far as I know there's no way to send signals to space platforms or between planets, and there's plenty of logic that is impossible as a result.

As a side request, some sort of deep space satelite or space radar ...
by lindenk
Fri Nov 01, 2024 9:22 pm
Forum: Outdated/Not implemented
Topic: Zero signal distinct from no signal
Replies: 6
Views: 6663

Re: Let Combinators Distinguish Between Zero-Valued Signal and Absent Signal

I was just about to post this exact suggestion. Looks like you beat me to it
by lindenk
Wed Oct 30, 2024 11:02 pm
Forum: Ideas and Suggestions
Topic: Allow connecting wires to funaces
Replies: 13
Views: 790

Re: Allow connecting wires to funaces

Huh I didn't know that, thanks. Still though, stack inserters are much further in the game than combinators (or wires that we get at the start)
by lindenk
Wed Oct 30, 2024 6:37 pm
Forum: Ideas and Suggestions
Topic: Allow connecting wires to funaces
Replies: 13
Views: 790

Allow connecting wires to funaces

Now that we have assemblers that can have their inventory and read through the circuit network, how about reading furnaces in a similar way? With the introduction of quality, one solution is to control how much material is fed into a furnace for steal and stone bricks to gaurentee they never get ...
by lindenk
Wed Oct 30, 2024 5:36 pm
Forum: Ideas and Suggestions
Topic: Wildcards in train station names are not filled in by circuit network
Replies: 1
Views: 280

Wildcards in train station names are not filled in by circuit network

Setting a wildcard (such as "Anything") in a train station does not cause the name to update when given a circuit condition. Display panels work like this so I'd expect train stops would too


Blueprint:
0eNq9lFFvozAMx7/K5OcwrQVaFan3KfZWVShA1kYHgUtMO1Tx3WeHQW8duuNeTpUqYse ...
by lindenk
Sun Oct 27, 2024 8:17 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.11] Overriding a train interrupt borks the train
Replies: 1
Views: 245

[2.0.11] Overriding a train interrupt borks the train

Given the setup:
- A train has two interrupts A and B, with B set to "Allow interrupting other interrupts"
- The train has triggered A and is waiting at A's station for conditions
- The player manually sends the train to a station in it's schedule (let's say C)

The train will:
- Go to C as manually ...
by lindenk
Thu Jun 01, 2017 9:12 pm
Forum: Ideas and Suggestions
Topic: Future of Combat in Factorio
Replies: 4
Views: 2606

Re: Future of Combat in Factorio

I like the idea. I was also thinking about how to fix bitters, possibly by adding a new radar that can predict when the next attack is to avoid forcing the player to drop what their doing to deal with it.
by lindenk
Thu Jun 01, 2017 9:05 pm
Forum: Ideas and Suggestions
Topic: Allow speaker instrument to be set based on circuit signal
Replies: 4
Views: 1817

Re: Allow speaker instrument to be set based on circuit signal

Nothing, but it would make it virtually impossible to multiplex a bunch of songs if they can't specify their instruments.

Say I have 3 sets of combinators that output notes on signals 0->4 with note values for each speaker. If I could set the instruments with each song, I could also have signals ...
by lindenk
Mon May 15, 2017 7:13 pm
Forum: Ideas and Suggestions
Topic: Allow speaker instrument to be set based on circuit signal
Replies: 4
Views: 1817

Allow speaker instrument to be set based on circuit signal

TL;DR
Allow a speaker's instrument to be set based on a given circuit signal.


What ?
Hello!

Currently, we can set the note to be played on a speaker by a circuit signal but not the instrument. This suggestion is to also allow the instrument to be set in a similar way.

As far as specifics go ...
by lindenk
Wed Jul 13, 2016 4:27 pm
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 58033

Re: [Mod 0.12.17+]The Underground(Release 0.0.7)(12.11.2015)

Of course! Also, feel free to use any of the CI stuff I've put together, if you feel like it.
by lindenk
Mon Jul 11, 2016 5:09 pm
Forum: Mods
Topic: [Mod 0.13.11+]The Underground(Release 0.0.9)(26.7.16)
Replies: 58
Views: 58033

Re: [Mod 0.12.17+]The Underground(Release 0.0.7)(12.11.2015)

Ah, I just stumbled upon this mod while looking for how other people handled making surfaces. I just started a fairly similar mod actually, but maybe I should abandon it and think of another idea :? .

Here's a link to the idea so far (there isn't any code yet, other than CI stuff) https://github ...
by lindenk
Wed May 06, 2015 10:34 pm
Forum: Ideas and Suggestions
Topic: Roads/streets as steering guide. Cars will try to stay on it
Replies: 10
Views: 6187

Re: Roads/streets as steering guid. Cars will try to stay on it.

Sounds like a great addition. It would make getting around much easier (and less destructive) imo

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