Search found 133 matches
- Fri Mar 15, 2024 2:34 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 36227
Re: Friday Facts #402 - Lightspeed circuits
So you are saying the assembly logic was pre-optimised
- Mon Apr 18, 2022 8:46 pm
- Forum: Implemented in 2.0
- Topic: Personal logistics and autotrash whitelist mode for spidertron
- Replies: 8
- Views: 3625
Re: Personal logistics and autotrash whitelist mode for spidertron
No, it doesn't. It ends up polluting the logistic requests of the spidertron with every item not requested. It's not a proper solution.Xorimuth wrote: ↑Mon Mar 28, 2022 5:04 pm https://mods.factorio.com/mod/AutoTrash will allow you to do that
- Sat Apr 16, 2022 2:45 am
- Forum: Implemented in 2.0
- Topic: Personal logistics and autotrash whitelist mode for spidertron
- Replies: 8
- Views: 3625
Whitelist for spidertrons
TL;DR Give spidertrons the ability mark all items that are not requested as trash. What ? You have a spidertron deconstruct some things, but not all the items it collects are requested in its logistics. Manual intervention is required to stop its inventory from being clogged up. Why ? Makes spidert...
- Wed Jul 21, 2021 3:44 pm
- Forum: Implemented in 2.0
- Topic: Allow belts in BPs to redirect/upgrade/downgrade existing belts
- Replies: 4
- Views: 2312
Allow belts in BPs to redirect/upgrade/downgrade existing belts
TL;DR When you place a ghost belt on top of a real one, a redirect/upgrade/downgrade order will be placed for the real belt if it is in a different direction and/or a different tier. This does not work for blueprints. What ? When belts in a BP are placed on top of real belts, the logic is the same ...
- Fri Jun 25, 2021 5:39 pm
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 13671
Re: We need more control over bots
Every single bit of control will very likely result in overhead, which is something the devs deem undesirable. The bots have so little impact on game performance because they are stupid. And even that little impact quickly becomes too much. Yes, there will be overhead, so what? What makes bots more...
- Fri Jun 25, 2021 4:26 pm
- Forum: General discussion
- Topic: We need more control over bots
- Replies: 30
- Views: 13671
We need more control over bots
This is not a feature suggestion. I was putting down some roboports in an outpost. The outpost didn't have power. After having put some construction bots in one of the ports, they rushed out to get some trash from me and stuck around as there was no storage. Then they bounced from port to port as th...
- Fri Jun 18, 2021 5:45 pm
- Forum: Gameplay Help
- Topic: Why is pollution stuck in these chunks?
- Replies: 3
- Views: 1706
Why is pollution stuck in these chunks?
Capture.PNG Capture2.PNG Mods: assemblyanalyst AutoDeconstruct CleanedConcrete JKIL-CarLight Quicksearch RealisticDecorationCleanup rso-mod Spidertron-Inventory-Sorter Squeak Through UnminableBots VehicleSnap
- Sat Jun 05, 2021 5:02 pm
- Forum: Gameplay Help
- Topic: Merging 1 into n belts?
- Replies: 6
- Views: 5827
Re: Merging 1 into n belts?
Try this with the right two belts of the copper ore fully compressed and the left two empty. Yes, I realise that my arrangement of splitters did not make sense, the ore just competes with ore from the other splitters. I decided to invert the pattern and it's working really well. For example, to mer...
Re: Train Set
Yes!
- Thu May 27, 2021 10:58 am
- Forum: Gameplay Help
- Topic: Script to remove decorations on already placed concrete
- Replies: 5
- Views: 2890
Re: Script to remove decorations on already placed concrete
Oh right, decoratives stopped to be entities at some point. It all works differently now. This cleans with half a tile radius, without radius the result isn't quite what I expected. Feel free to add in any other tile types you want cleaned. /c local s = game.player.surface local f = s.destroy_decor...
- Wed May 26, 2021 1:25 pm
- Forum: General discussion
- Topic: Can there ever be a full 3D rendered Factorio?
- Replies: 14
- Views: 12005
Re: Can there ever be a full 3D rendered Factorio?
I imagine this is what needs to be done at a minimum: - Make the choice of the engine or graphics library - Create a pipeline to convert the original 3D assets to game ready assets (including LODs) - Get the custom GUI to work on the new 3D library - Rig the biters and player characters for animatio...
- Wed May 26, 2021 12:57 pm
- Forum: Gameplay Help
- Topic: Script to remove decorations on already placed concrete
- Replies: 5
- Views: 2890
Re: Script to remove decorations on already placed concrete
The one in the link looks like it should still work if you replace "local_player" by just "player". It doesn't. This is a multiplayer game if that matters. I've disabled all the mods but RSO. I changed the item name to 'refined-concrete'. Script so far: /c for coord in game.play...
- Tue May 25, 2021 4:49 pm
- Forum: Gameplay Help
- Topic: Script to remove decorations on already placed concrete
- Replies: 5
- Views: 2890
Script to remove decorations on already placed concrete
Hi.
May someone please give me an up-to-date version of this script: viewtopic.php?p=117691#p117691
Please
May someone please give me an up-to-date version of this script: viewtopic.php?p=117691#p117691
Please
- Sun May 23, 2021 11:39 am
- Forum: Gameplay Help
- Topic: Merging 1 into n belts?
- Replies: 6
- Views: 5827
Re: Merging 1 into n belts?
Well, using priority splitters to make sure there's free space seems to be working great. You want to put them in before every merge.
- Mon May 17, 2021 3:00 pm
- Forum: Gameplay Help
- Topic: Merging 1 into n belts?
- Replies: 6
- Views: 5827
Merging 1 into n belts?
I'm looking for a pattern to reliably merge the contents of one belt to many others. The order and balance of items doesn't need to be preserved, it's just that if there is space anywhere in the n destination belts, then the in-belt can be merged. Example of what I mean: example.png Edit: I wonder i...
- Fri Jun 05, 2020 8:39 pm
- Forum: News
- Topic: Friday Facts #350 - Electric mining drill redesign
- Replies: 104
- Views: 58757
Re: Friday Facts #350 - Electric mining drill redesign
It looks really cool. But, the player hits electric miners pretty quickly. This looks really sophisticated for something so early.
- Mon Mar 23, 2020 10:27 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 102512
Re: Friday Facts #339 - Beacon HR + Redesign process
The fundamental issue has always been that the beacon is the least believable thing in the game. Even against putting an oil refinery in your pocket, its magic stays out in the open, continually visible in your factory. Maybe it's entire purpose needs to be reevaluated.
- Sun Mar 22, 2020 9:01 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 102512
Re: Friday Facts #339 - Beacon HR + Redesign process
It has a 1950s retro futuristic feeling.
- Wed Jan 16, 2019 9:18 pm
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 48165
Re: Friday Facts #277 - GUI progress update
Could you perhaps tell us what other GUI frameworks lacked? I've been thinking up to this point, why did you not just use Qt and theme it to your liking?
It is cool that you are inventing your own wheel, and doing it well
It is cool that you are inventing your own wheel, and doing it well
- Fri Nov 09, 2018 7:47 pm
- Forum: News
- Topic: Friday Facts #268 - The modern Biter
- Replies: 115
- Views: 52913
Re: Friday Facts #268 - The modern Biter
I still want to be able to make peace with them.