Search found 15 matches
- 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
- 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
- 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 ...
As a side request, some sort of deep space satelite or space radar ...
- 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- Forum: Outdated/Not implemented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
- Fri Nov 01, 2024 6:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.11] Overriding a train interrupt borks the train
- Replies: 1
- Views: 245
Re: [2.0.11] Overriding a train interrupt borks the train
This seems to be fixed in 2.0.12
- 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)
- 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 ...
- 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 ...
Blueprint:
0eNq9lFFvozAMx7/K5OcwrQVaFan3KfZWVShA1kYHgUtMO1Tx3WeHQW8duuNeTpUqYse ...
- 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 ...
- 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 ...
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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.
- 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 ...
Here's a link to the idea so far (there isn't any code yet, other than CI stuff) https://github ...
- 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