Search found 74 matches

by Plop and run
Mon Nov 21, 2016 7:25 am
Forum: News
Topic: Friday Facts #165 - Death by a thousand cuts
Replies: 101
Views: 29052

Re: Friday Facts #165 - Death by a thousand cuts

The picture is cute, but the specular spots look odd and too bright for a dusty dirty train.
by Plop and run
Wed May 25, 2016 8:18 am
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 3019

Re: drawing and writing

As you can place assemblers anywhere relative to each other, the possibilities are infinite. There may be workarounds, like with the train network where there are 8 possible directions, but I'd need to spend a good couple of hours to implement that. Anyway, since there is no easy way and creating a ...
by Plop and run
Wed May 25, 2016 7:58 am
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 3019

Re: drawing and writing

Well, I cannot make smooth non-original lines that way like in the picture, can I
by Plop and run
Wed May 25, 2016 7:23 am
Forum: Modding help
Topic: drawing and writing
Replies: 11
Views: 3019

drawing and writing

Is it possible to draw lines and print text on the ground? For example, connect two assemblers with a labeled arrow. I need some visualization for an algorithm I'm currently playing with.
by Plop and run
Sun May 15, 2016 11:23 am
Forum: Ideas and Suggestions
Topic: Conditional train stop selection on per-train basis
Replies: 5
Views: 1904

Re: Conditional train stop selection on per-train basis

Except this is not a wait condition. Trains should ignore the refueling station if they have enough fuel, while trains with empty tanks should not. Maybe I'm missing something, but you cannot have this logic if you just connect the station to the network.
by Plop and run
Sun May 15, 2016 8:13 am
Forum: Ideas and Suggestions
Topic: Conditional train stop selection on per-train basis
Replies: 5
Views: 1904

Conditional train stop selection on per-train basis

According to the last fff, you can turn off train stations. This does not allow trains to pick their destinations based on the load: you cannot set up a refuel station that trains visit only if they are out of fuel. You cannot skip a copper loading station if the cargo is full. Please allow.us to se...
by Plop and run
Wed Aug 05, 2015 7:22 am
Forum: Ideas and Suggestions
Topic: Inventory and toolbelt filters act as request slots
Replies: 7
Views: 2320

Re: Inventory and toolbelt filters act as request slots

better interface: no unnecessary request section, less hassle with searching items when setting up the filter (just middle-click on an existing slot), color coding which items you request and which are just lying in you inventory because they are junk or temporary. more slots - I never understood th...
by Plop and run
Wed Aug 05, 2015 6:35 am
Forum: Ideas and Suggestions
Topic: Inventory and toolbelt filters act as request slots
Replies: 7
Views: 2320

Inventory and toolbelt filters act as request slots

First, the toolbelt (hotbar) filters. You already can designate a slot specifically to one item type and nothing else can go to that slot, so there is no harm if robots always keep this slot at maximum item stack. For example: if you have a transport belt filter slot in your quickbar, logistic robot...
by Plop and run
Tue Aug 04, 2015 6:22 am
Forum: Ideas and Suggestions
Topic: Add-on for Train
Replies: 6
Views: 1918

Re: Add-on for Train

Inventory filters work with cargo wagons, so you can totally transport empty barrels in the same wagon with the full ones, and load/unload them on the same stop
by Plop and run
Fri Jul 24, 2015 11:14 am
Forum: Ideas and Suggestions
Topic: More Robotic Options
Replies: 5
Views: 1150

Re: More Robotic Options

As I see it, transport belts is the early game (pre-oil era) challenge. Notice how the production becomes trivial as soon as you have enough logistic bots. In the mid game, it is fine as you have other things to do: war, mining outposts and the train network. Also, you have the whole oil industry th...
by Plop and run
Sun Jul 19, 2015 5:59 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 121638

Re: [0.12.x] RSO Alpha

There are strange holes in the resource patches, v1.2.4
by Plop and run
Mon Jul 13, 2015 8:36 am
Forum: Ideas and Suggestions
Topic: Taming
Replies: 8
Views: 1285

Re: Taming

Why limit ourselves with warfare? Tamed creatures can also be domesticated and butchered, trained to spin a dynamo, or even trained to asseble simple machine components like iron gears. Hooray for the
slavery
clean industry!
by Plop and run
Wed Jul 08, 2015 9:48 am
Forum: Ideas and Suggestions
Topic: Logistic network priority
Replies: 22
Views: 17369

Re: Logistic network priority

Exaclty; but even if it did - are you going to shut down your research every time your finished goods factory wants to produce something?
by Plop and run
Tue Jul 07, 2015 12:36 pm
Forum: Ideas and Suggestions
Topic: Logistic network priority
Replies: 22
Views: 17369

Re: Logistic network priority

One good use case for prioritization is the research. Research is a resource sink that will eat as much as you give it. Also, the more you give it, the more progress you make. What you might want to do is to let your finished goods production take as much as it needs (this production is limited by y...
by Plop and run
Mon Jun 29, 2015 9:30 am
Forum: News
Topic: Friday Facts #92 - Personal roboport
Replies: 78
Views: 39260

Re: Friday Facts #92 - Personal roboport

The priority thing does look odd. I used to have one copy of each relevant building in my inventory and just place blueprint ghosts of them, so I don't need to refill my inventory again and again. Is this unavailable with the new behavior? Another scenario is when I have plenty of belts in the inven...
by Plop and run
Thu May 07, 2015 12:16 pm
Forum: Implemented Suggestions
Topic: Connect train stops to circuit networks
Replies: 21
Views: 33032

Re: Connect train stops to circuit networks

Twinsen wrote:Also, the connected circuit network can send a signal that will send the train to a specific station
wait... are you telling that stations will be able to accept a train, stuff it as you desire and send the train to a station, where the station can be picked with a custom logic? WANT!!
by Plop and run
Sat Jan 31, 2015 1:03 pm
Forum: News
Topic: Friday Facts #71 - To the stars
Replies: 61
Views: 34158

Re: Friday Facts #71 To the stars

lol, will you pull that silo out of your pocket like other buildings?
by Plop and run
Thu Oct 23, 2014 6:11 pm
Forum: Ideas and Suggestions
Topic: Thoughts on the tech tree
Replies: 5
Views: 1415

Re: Thoughts on the tech tree

Current limiting factors in Factorio I can think of: 1. Tech tree, includes some of the below 2. Total resources you spent on researching 3. Resources per minute that you can mine, excluding resources spent on researching 4. Resources per minute that your transportation infrastructure can handle 5. ...
by Plop and run
Thu Oct 23, 2014 10:19 am
Forum: Ideas and Suggestions
Topic: Thoughts on the tech tree
Replies: 5
Views: 1415

Re: Thoughts on the tech tree

well it the thing is not new thats one thing, but there are not many suggestions in the post, are there
by Plop and run
Thu Oct 23, 2014 8:26 am
Forum: Ideas and Suggestions
Topic: Thoughts on the tech tree
Replies: 5
Views: 1415

Thoughts on the tech tree

So what does the research do for the game mechanics? 1. It unlocks stuff. Most items are not available for you until *something* happens. In case of Factorio, something is the research. But look at things like Minecraft or Dwarf Fortress. There is no research in these games, yet until the endgame th...

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