Search found 86 matches

by ray4ever
Sun Aug 05, 2018 6:50 am
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 81115

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...
by ray4ever
Sun Apr 29, 2018 7:37 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Lazy Bastard Mega Mall
Replies: 23
Views: 37122

Re: Lazy Bastard Mega Mall

Looks nice! I will give it a try.
by ray4ever
Tue Oct 31, 2017 12:24 pm
Forum: Angels Mods
Topic: [0.15.x] Auto-detecting Ore Crusher
Replies: 12
Views: 5872

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?
by ray4ever
Sat May 20, 2017 6:16 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 146905

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...
by ray4ever
Fri May 19, 2017 1:55 pm
Forum: Not a bug
Topic: [15.11] Mapzoom Bug
Replies: 32
Views: 12319

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...
by ray4ever
Thu May 11, 2017 8:47 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277801

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...
by ray4ever
Thu Apr 27, 2017 6:20 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 278287

Re: [MOD 0.14.22] Robot Army. 0.2.3

Jürgen Erhard wrote:0.15? Please? Pretty please with cherry on top?
Yeah, looking realy forward to a 0.15 mod update.
by ray4ever
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: 20723

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!
by ray4ever
Mon Apr 24, 2017 4:10 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 277801

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!
by ray4ever
Fri Aug 26, 2016 5:55 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 278287

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...
by ray4ever
Mon Aug 22, 2016 4:17 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 173537

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...
by ray4ever
Tue Jun 28, 2016 6:37 pm
Forum: Gameplay Help
Topic: How to reset a counter?
Replies: 4
Views: 19651

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...
by ray4ever
Tue Apr 12, 2016 6:42 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 278287

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 ...
by ray4ever
Sun Aug 09, 2015 8:14 am
Forum: General discussion
Topic: What we need for combinators to be fun
Replies: 17
Views: 15715

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...
by ray4ever
Sun Aug 09, 2015 6:39 am
Forum: Show your Creations
Topic: Combinator Build Code Factory
Replies: 9
Views: 16390

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.
by ray4ever
Fri Jul 31, 2015 8:42 pm
Forum: General discussion
Topic: What we need for combinators to be fun
Replies: 17
Views: 15715

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 ...
by ray4ever
Fri Jul 31, 2015 8:47 am
Forum: General discussion
Topic: What we need for combinators to be fun
Replies: 17
Views: 15715

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...
by ray4ever
Thu Jul 30, 2015 7:41 pm
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 97596

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...
by ray4ever
Thu Jul 30, 2015 7:33 pm
Forum: Ideas and Suggestions
Topic: Combinators display their settings in alt mode
Replies: 5
Views: 2437

Re: Combinators display their settings in alt mode

Yep, you are definitely right!
by ray4ever
Thu Jul 30, 2015 2:33 pm
Forum: Releases
Topic: Factorio Roadmap for 1.0.
Replies: 801
Views: 989279

Re: Factorio Roadmap for 0.12 + 0.13

I just read your 0.13 list and have to say: Don't you want to wait with your steam release after 0.13? Reasoning is that 0.13 will fix nearly all the stuff people are will criticize when they start playing 0.12: There is no endgame / ending Combinators are cool, but what use are they actually? Tech ...

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