I like your suggestion.
With the current state of implementation my once "smart" assembler is now useless.
Search found 88 matches
- Thu Oct 31, 2024 6:42 am
- Forum: Ideas and Suggestions
- Topic: Improve 'Set Recipe' throughput/simplicity
- Replies: 22
- Views: 1477
- Wed Oct 23, 2024 6:35 pm
- Forum: Gameplay Help
- Topic: [2.0] How is the recipe of the "set recipe" condition decided?
- Replies: 0
- Views: 737
[2.0] How is the recipe of the "set recipe" condition decided?
I have a question regarding the behaviour of the "set recipe" circuit condition of the assembling machine. For example if i want to craft iron rods and medium power poles in the assembling machine, i place the signals via a constant combinator and wire the combinator to the machine. My pro...
- Sun Aug 05, 2018 6:50 am
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 92580
Re: Friday Facts #254 - No research queue for you
Even though I can understand the decision to remove the research queue from a new players perspective I still don't like it from a seasoned players point of view. So I would suggest to make the research queue optional so you have to click it somewhere deep in the options where no new player would no...
- Sun Apr 29, 2018 7:37 pm
- Forum: Mechanical Throughput Magic (circuit-free)
- Topic: Lazy Bastard Mega Mall
- Replies: 27
- Views: 43282
Re: Lazy Bastard Mega Mall
Looks nice! I will give it a try.
- Tue Oct 31, 2017 12:24 pm
- Forum: Angels Mods
- Topic: [0.15.x] Auto-detecting Ore Crusher
- Replies: 12
- Views: 6847
Re: [0.15.x] Auto-detecting Ore Crusher
I like your mod. It is very useful when playing seablock
Will you put it onto the mod portal?
Will you put it onto the mod portal?
- Sat May 20, 2017 6:16 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 168761
Re: Friday Facts #191 - Gui improvements
Nice read! If you integrate the quickbar into the normal inventory, why do you not also integrate the logistic request screen in the Inventory? Reasoning: If you request items you need the required inventory space for them anyway --> Benefit: You know beforehand how much of your inventory is dedicat...
- Fri May 19, 2017 1:55 pm
- Forum: Not a bug
- Topic: [15.11] Mapzoom Bug
- Replies: 32
- Views: 13945
Re: [15.11] Mapzoom Bug
I also find the "new" map behavior unintuitive. You can zoom in quite near in "map view" (i normally never zoom in that far in map mode) and than it "suddenly" switches to "normal view" with a limited view distance. Even worse ist that sometimes it remembers t...
- Thu May 11, 2017 8:47 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 319988
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.3
Hi all, I would like to set up a compact, rail-based, factory for all items. To keep it compact and loading times still manageable, i would like to set up a LTN Station with stack filter inserters where a train (wagon position is in both cases the same) can be loaded and unloaded. My Problem is that...
- Thu Apr 27, 2017 6:20 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317019
Re: [MOD 0.14.22] Robot Army. 0.2.3
Yeah, looking realy forward to a 0.15 mod update.Jürgen Erhard wrote:0.15? Please? Pretty please with cherry on top?
- Mon Apr 24, 2017 4:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] "Value must be a dictionary in property tree at ROOT.other"
- Replies: 52
- Views: 23554
Re: [0.15.0] Startup problem with Factorio
DoubleAW wrote:Go to Steam > Settings > Cloud and uncheck the first option. That fixed it for me.
Worked for me too!
- Mon Apr 24, 2017 4:10 pm
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 319988
Re: [Mod 0.14] Logistic Train Network 1.1.1
I just wanted to jump in and say "thank you" for your great mod! Looking forward to your 0.15 release!
- Fri Aug 26, 2016 5:55 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317019
Re: [MOD 0.13.15] Robot Army. 0.2.2
I´m not sure if ammo would be a good requirement for your robot army. I don't think that it would add much gameplay wise and would just managing your army harder. I think the ammo problem is taken care of the fact that your army is regularly destroyed. So I like to think that the ammo cost is alread...
- Mon Aug 22, 2016 4:17 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 195410
Re: Smart dynamic train deliveries with combinator Magick [0.13]
I like the idea of your concept! And even though it seems to work fine using standard combinators, I was thinking if it would be easier to use of it would be a mod. So your blueprints would be reduced to a single entity which would be easy to produce and place. This would make it easier to use and w...
- Tue Jun 28, 2016 6:37 pm
- Forum: Gameplay Help
- Topic: How to reset a counter?
- Replies: 4
- Views: 22069
How to reset a counter?
Hi, with 0.13 out it is fairly easy to make an item counter. Just connect your inserter/belt to a arithmetic combinator and wire the result back in (e.g. A + iron plates = A). But how do I reset the counter? For example i would like to count 2 Iron Plates, wait till a trigger condition is met (so re...
- Tue Apr 12, 2016 6:42 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317019
Re: [MOD 0.12.29] Robot Soldiers. RTS precursor?
I love your idea! Personally i would find it very cool if your "spawned" soldieres would form a group and than seek out nerby enemy biter nests on their own. Essentially you would be producing your own "biters" which would work in the same way the biters do, just in the opposite ...
- Sun Aug 09, 2015 8:14 am
- Forum: General discussion
- Topic: What we need for combinators to be fun
- Replies: 17
- Views: 16628
Re: What we need for combinators to be fun
I just came back from my holiday and have to say that the combinators haven't realy kicked off since than. I mean most people seem to like the principle concept of them, but I haven't seen many examples of combinators in use. What I found interesting is the combinator build code factory as this is t...
- Sun Aug 09, 2015 6:39 am
- Forum: Show your Creations
- Topic: Combinator Build Code Factory
- Replies: 9
- Views: 16962
Re: Combinator Build Code Factory
It's a realy nice concept! But you don't need to put aside the number of iron or copper first before you put them on the belt (it just inserts a time delay). Instead you can count the number of items you put on the belt directly.
- Fri Jul 31, 2015 8:42 pm
- Forum: General discussion
- Topic: What we need for combinators to be fun
- Replies: 17
- Views: 16628
Re: What we need for combinators to be fun
[...] All of these are quite easy to do with only a handful of combinators. [...] Everyone keeps saying they want everything doable with just one combinator, but this is not how combinators are intended to work. You need to get a bit creative. You are not wrong, but I have to disagree. Yes, all my ...
- Fri Jul 31, 2015 8:47 am
- Forum: General discussion
- Topic: What we need for combinators to be fun
- Replies: 17
- Views: 16628
Re: What we need for combinators to be fun
Things I would like to see ingame: Assemblers should be connectable to the network: Basicly I want to control the remotley, e.g. switching production on and off Belt sensors in any way A compact and easy to use "If-Than-Else-Combinator" (would be much easier to use for the broader audience...
- Thu Jul 30, 2015 7:41 pm
- Forum: Development Proposals
- Topic: Fight
- Replies: 96
- Views: 106074
Re: Fight
I would also like an automated form of defense and attack. For example you could produce attack bots (or tanks, or attack drones or whatever) which will basicly act like friendly aliens. They would gather into one or more groups and than go out to attack the enemy. If they win they push the biters b...