Search found 45 matches

by rampelstinskin
Thu Dec 15, 2016 9:00 am
Forum: Ideas and Suggestions
Topic: Toggle autoconnection and power suply of power poles
Replies: 11
Views: 7568

Re: Toggle autoconnection and power suply of power poles


My solution strictly better.
I've learned, that people, who said such sentences either are too clever to tell the disadvantages of their idea or they doesn't know it better yet

Or my solution strictly better.
You can disprove my words with one counterexample. Can you do it?


(they have ...
by rampelstinskin
Wed Dec 14, 2016 9:02 pm
Forum: Ideas and Suggestions
Topic: Toggle autoconnection and power suply of power poles
Replies: 11
Views: 7568

Re: Toggle autoconnection and power suply of power poles

Everybody has his own opinion.
-- German proverb
:)

Please show counterexample where my solution worse.

As I understand the linked article, the solution is already implemented.
Quote please.
Because i understand this quote as "will not be implemented".
I decided that it is not worth it, as we ...
by rampelstinskin
Wed Dec 14, 2016 7:36 pm
Forum: Ideas and Suggestions
Topic: Toggle autoconnection and power suply of power poles
Replies: 11
Views: 7568

Re: Toggle autoconnection and power suply of power poles

I'm more or less sure for 0.15 a fix of this issue will come.
See https://forums.factorio.com/viewtopic.php?f=58&t=27456

My solution strictly better.
It solves all cases without side effects.

See also https://forums.factorio.com/viewtopic.php?f=80&t=30845 About Cables and Wires / Make Wires ...
by rampelstinskin
Wed Dec 14, 2016 5:49 pm
Forum: Ideas and Suggestions
Topic: Toggle autoconnection and power suply of power poles
Replies: 11
Views: 7568

Toggle autoconnection and power suply of power poles

Right now blueprint and power switch don't work together.
If you build some setup with manually connected poles many connections will be wrong.
Because power poles always auto connect to each other and don't remember manual connections.
For example: https://youtu.be/FM_QqLuPXgY?t=3m32s
Copy, paste ...
by rampelstinskin
Mon Dec 12, 2016 3:27 pm
Forum: Not a bug
Topic: [14.21]Problems with manually connected power poles.
Replies: 5
Views: 3065

Re: [14.21]Problems with manually connected power poles.

You expectation is wrong, that doesn't make this a bug. Shift-clicking a power pole removes all current connections from it, nothing more. That's how it's worked since it was implemented. No special status is given, so no further action can take this into account.
My point is: This behavior almost ...
by rampelstinskin
Sat Dec 10, 2016 8:17 pm
Forum: Not a bug
Topic: [14.21]Problems with manually connected power poles.
Replies: 5
Views: 3065

Re: [14.21]Problems with manually connected power poles.

You can not disable connections of a pole, you can only remove the connections that are there right now.
Bug or not this behavior makes this functionality borderline unusable.
I spend a hour designing circuit controlled power net. Placed a pole in wrong place. Few connections broken. This annoying ...
by rampelstinskin
Sat Dec 10, 2016 6:31 pm
Forum: Not a bug
Topic: [14.21]Problems with manually connected power poles.
Replies: 5
Views: 3065

[14.21]Problems with manually connected power poles.

First:
1)Place 2 power poles and use shift+LMB to break connections.
2)Place third pole. It connects to both poles.
Expected behavior: Do not connect to to pole with disabled connections.
3)Remove third pole. 2 first poles reconnected.
Expected behavior: No connection between poles ...
by rampelstinskin
Fri Jul 31, 2015 7:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.1]Turrets don't attack one biter.
Replies: 6
Views: 2706

Re: [0.12.1]Turrets don't attack one biter.

It fixed for my poor biter.
by rampelstinskin
Sat Jul 25, 2015 3:37 am
Forum: Resolved Problems and Bugs
Topic: [0.12.1]Turrets don't attack one biter.
Replies: 6
Views: 2706

Re: [0.12.1]Turrets don't attack one biter.

My biter also immune to submachinegun but can be killed by shotgun.
by rampelstinskin
Sat Jul 25, 2015 12:11 am
Forum: Not a bug
Topic: [0.12.1] Self starting burner inserters problem B
Replies: 5
Views: 7880

Re: [0.12.1] Self starting burner inserters problem B

Better solution: burner inserters must not take anything but fuel if have no fuel and its energy less than enough for 2 operations.
In this case burner inserters will not stuck if no fuel on belt for some reason.
by rampelstinskin
Fri Jul 24, 2015 6:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.1]Turrets don't attack one biter.
Replies: 6
Views: 2706

[0.12.1]Turrets don't attack one biter.

Laser turrets for some reason don't attack one biter, but they attack all other biters.
by rampelstinskin
Sat Jul 18, 2015 11:32 am
Forum: Resolved Problems and Bugs
Topic: 0.12 Crush when I rotate blue print.
Replies: 1
Views: 996

Re: 0.12 Crush when I rotate blue print.

Minimal bluebrint contains one underground belt.
by rampelstinskin
Sat Jul 18, 2015 11:23 am
Forum: Resolved Problems and Bugs
Topic: 0.12 Crush when I rotate blue print.
Replies: 1
Views: 996

0.12 Crush when I rotate blue print.

1)Open inventory.
2)Take blue print with train station.
3)Rotate.
4)BOOM!


0.000 2015-07-18 14:07:58; Factorio 0.12.0 (Build 103, win64)
0.000 Operating system: Windows 7 Service Pack 1
0.000 Read data path: C:/Program Files/Factorio/data
0.000 Write data path: C:/Users/<CENSORED>/AppData ...
by rampelstinskin
Sun May 31, 2015 4:39 am
Forum: Ideas and Suggestions
Topic: Hostile plants
Replies: 3
Views: 3179

Re: Hostile plants

Sounds like zerg creep.
Most significant effect from this feature is preventing "turret creep" strategy.
by rampelstinskin
Sun May 31, 2015 2:16 am
Forum: News
Topic: Friday Facts #88 - Combinators
Replies: 129
Views: 102285

Re: Friday Facts #88 - Combinators

I also need:
1)Smart tank. Just like smart chest but for fluids.
2)Circuit controlled pump or valve.
3)Import and maybe export information to/from logistic network.
4)Inverted filter for smart inserter. Just add one checkbox.
by rampelstinskin
Sun Nov 02, 2014 2:52 pm
Forum: Implemented Suggestions
Topic: Inverted filters.
Replies: 1
Views: 1070

Inverted filters.

I need a flag in the smart inserter that says to take all items not specified in the filter.
by rampelstinskin
Tue Jun 03, 2014 10:37 pm
Forum: Gameplay Help
Topic: Can't place Blueprint
Replies: 3
Views: 5686

Re: Can't place Blueprint

Try save and load game. It work for me.
by rampelstinskin
Tue Jun 03, 2014 10:35 pm
Forum: Resolved Problems and Bugs
Topic: [0.9.8] Can't place blueprints near other buildings.
Replies: 2
Views: 3141

Re: [0.9.8] Can't place blueprints near other buildings.

kovarex wrote:Hello, the save for reference doesn't contain the situation, and it works properly for me, I guess we already fixed that.
Probably not. Because save/load fixes this problem.

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