Search found 16 matches

by waitofaiorur
Thu Dec 23, 2021 5:47 pm
Forum: Outdated/Not implemented
Topic: Auto-trash items that are automatically picked up from belts.
Replies: 11
Views: 1285

Re: Auto-trash items that are automatically picked up from belts.

So I’ll move this to not implemented.
Arright! Merry Christmas! :-)
by waitofaiorur
Wed Dec 22, 2021 10:47 pm
Forum: Outdated/Not implemented
Topic: Auto-trash items that are automatically picked up from belts.
Replies: 11
Views: 1285

Re: Auto-trash items that are automatically picked up from belts.

Here's the link regarding bots: https://www.reddit.com/r/factorio/comments/6e6tkw/comment/di8alai/?utm_source=share&utm_medium=web2x&context=3 Because auto-trash does it in the “right way”: it extends an already existing mechanism. Your idea adds a parallel way to fill the trash. Which doesn...
by waitofaiorur
Wed Dec 22, 2021 2:20 am
Forum: Outdated/Not implemented
Topic: Auto-trash items that are automatically picked up from belts.
Replies: 11
Views: 1285

Re: Auto-trash items that are automatically picked up from belts.

First of all, let me thank you for your thorough answers. I really appreciate that you took the time to evaluate my suggestions and post thoughtful replies. I'm sure the list of suggestions aren't short and this is awesome :) If you turn off your personal roboport and use the pure power of construct...
by waitofaiorur
Sun Dec 19, 2021 12:23 pm
Forum: Outdated/Not implemented
Topic: Auto-trash items that are automatically picked up from belts.
Replies: 11
Views: 1285

Re: Auto-trash items that are automatically picked up from belts.

Why don’t you use ghosts and let your construction bots do that? :) From gameplay-perspective this doubles an already existing mechanism, the personal requests. So Me as a developer would not add this. Maybe I would make the interface simpler so I can click into the inventory and add a new request ...
by waitofaiorur
Sat Dec 18, 2021 11:44 pm
Forum: Outdated/Not implemented
Topic: Auto-trash items that are automatically picked up from belts.
Replies: 11
Views: 1285

Auto-trash items that are automatically picked up from belts.

I love belts, but working with them always leaves my inventory messy. Whenever I remove belts or replace them with a splitter or underground belt, the items on the belt is automatically picked up. This is way better than leaving them on the ground, but unless I explicitly grab items from a belt, I d...
by waitofaiorur
Sat Apr 10, 2021 10:45 pm
Forum: Duplicates
Topic: Exception Code: c0000005, Address: 0x00007ff60c312f87
Replies: 1
Views: 622

Exception Code: c0000005, Address: 0x00007ff60c312f87

I tried using a "upgrade planner" to downgrade the blue inserters to regular yellow ones in the top corner of the map. This caused the game to crash every time. I then gave the upgrade-planner to the host who executed it without any further issues.
by waitofaiorur
Sun Nov 22, 2020 12:44 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1777
Views: 413320

Re: pY Coal Processing - Discussion

The high pitched sound is really painful. I posted an issue about it: https://github.com/pyanodon/pycoalprocessing/issues/75
by waitofaiorur
Wed Apr 08, 2020 5:09 pm
Forum: Ideas and Suggestions
Topic: Make blueprints first class citizens.
Replies: 0
Views: 623

Make blueprints first class citizens.

TL;DR Treat blueprints like any other placeable entity. What ? Placing walls in a line is easy. Just select your wall-part, hold and drag and voila, you now have a wall. Imagine the same, but for blueprints. Take your common solar-power blueprint for instance. It probably contains a radar, a robopo...
by waitofaiorur
Sun Mar 01, 2020 2:26 pm
Forum: Ideas and Suggestions
Topic: Simplify barrel recipes.
Replies: 11
Views: 1645

Re: Simplify barrel recipes.

So this should work for liquids like a furnace: create best matching recipe? Developers of liquid network would not like it, because that makes things much more complex. ;) There should never be anything but a single match. The problem in itself is not very complex, but integrating it into existing...
by waitofaiorur
Sat Feb 29, 2020 6:30 pm
Forum: Ideas and Suggestions
Topic: Simplify barrel recipes.
Replies: 11
Views: 1645

Re: Simplify barrel recipes.

Yes, if the connected pipe was total emptied, there is no recipe anymore, but if the new fluid comes, then the recipe will be changed to the right one. The way fluids work in the game is kind of " imprecise ". Don't think you can ever tell if a pipe system is truly empty. Also the recipe ...
by waitofaiorur
Sat Feb 29, 2020 11:02 am
Forum: Ideas and Suggestions
Topic: Simplify barrel recipes.
Replies: 11
Views: 1645

Re: Simplify barrel recipes.

ssilk wrote:
Sat Feb 29, 2020 5:41 am
With the coming/existing changes of pipe handling you need to tell the pipes, which fluid must be in. How should that work, if you don’t know that?
I'm not sure I understand, could you elaborate?
Are your concerned with what would happen with any fluid-remainder when you connect a new fluid?
by waitofaiorur
Sat Feb 29, 2020 10:56 am
Forum: Ideas and Suggestions
Topic: Split savegames into game and saves.
Replies: 2
Views: 455

Re: Split savegames into game and saves.

A separate game-id would work just as well.
The point is not the id, but separation of concerns.

Sorry if I worded it badly, a bit tired yesterday :-)
by waitofaiorur
Sat Feb 29, 2020 12:52 am
Forum: Ideas and Suggestions
Topic: Simplify barrel recipes.
Replies: 11
Views: 1645

Simplify barrel recipes.

TL;DR Only need two: fill barrel, and empty barrel. What ? What's with all the recipes? There's an input. Put whatever comes in into the barrel and be done with it :) Why ? Less recipes makes for happy eyes :) Also... Why are there barrels? Feels like fluid-wagons pretty much nuked the concept.
by waitofaiorur
Sat Feb 29, 2020 12:45 am
Forum: Ideas and Suggestions
Topic: Split savegames into game and saves.
Replies: 2
Views: 455

Split savegames into game and saves.

TL;DR A "game" would be the map you created from a seed and the saves would be snapshots in time of your progress of said map. What ? Introduce an extra layer of abstraction "game" which can have one or more saves. I believe this would better fit the mental model most users buil...
by waitofaiorur
Sun Feb 16, 2020 4:23 pm
Forum: Gameplay Help
Topic: Pollution confusion.
Replies: 7
Views: 1896

Re: Pollution confusion.

Thanks for all your answers. Everything makes sense again, for the most part :) Regarding the evolution factor I could've sworn I saw someone asking about a savegame achievement-reset due to using the console command, but I probably have it mixed up with some other command. What about machines idlin...
by waitofaiorur
Sat Feb 15, 2020 7:15 pm
Forum: Gameplay Help
Topic: Pollution confusion.
Replies: 7
Views: 1896

Pollution confusion.

So... Doing a few achievements, namely raining bullets and logistics embargo. In a death world marathon for good measure :) Found a great tip on reddit about defending your pollution-cloud and not your base, which makes total sense. Now for the confusion part... After seeing a detailed explanation o...

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