Search found 111 matches

by danbopes
Sun Nov 10, 2024 8:32 am
Forum: Ideas and Suggestions
Topic: [Space Age] Allow cargo landing pad to specify a minimum drop size
Replies: 13
Views: 7544

Re: [Space Age] Allow cargo landing pad to specify a minimum drop size

As kind of a workaround, I found that creating a simple timer, and pulsing the cargo landing pad with a calcite request once every minute helps reduce the # of times cargo pods are dropped down.


0eNq9VF1uszAQvMs ...
by danbopes
Sat Nov 09, 2024 10:30 am
Forum: Ideas and Suggestions
Topic: Assembling Machine circuit control should select the highest valid signal
Replies: 2
Views: 1539

Re: Assembling Machine circuit control should select the highest valid signal

I came here seeking the same thing. Just because inserters do not work this way, doesn't mean that assemblers should too. I think the first valid highest signal should be chosen.
by danbopes
Fri Nov 08, 2024 2:56 pm
Forum: Gameplay Help
Topic: Train interrupt conditions
Replies: 4
Views: 1198

Re: Train interrupt conditions

by danbopes
Fri Nov 08, 2024 7:12 am
Forum: Implemented Suggestions
Topic: Ability to rename a train group
Replies: 2
Views: 2969

Ability to rename a train group

Currently if you edit the train group name, it will just change that single train, and you have to copy/paste the settings to all the other trains. It would be nice to have a way to rename a logistic group and have all the other trains use the new name.
by danbopes
Thu Nov 07, 2024 5:17 pm
Forum: Not a bug
Topic: [2.0.14] [Space Age] Vehicle Grid content lost during bot placement
Replies: 7
Views: 3070

Re: [2.0.14] [Space Age] Vehicle Grid content lost during bot placement

I encountered this issue too, and thought all the items in my grid were gone. Took me a little to see what happened, and more of an annoyance to have to rebuild the grid.

I recommend, when placing an item, if the grid is empty, instead of emptying the grid, leave the grid in place as is. Worst case ...
by danbopes
Thu Nov 07, 2024 7:58 am
Forum: Implemented mod requests
Topic: [2.0] Be able to read/write interrupts for trains/space platforms
Replies: 24
Views: 6266

Re: [2.0] Be able to read/write interrupts for trains/space platforms

Related: viewtopic.php?p=634360#p634360

I wanted to implement something like this, but no way to manage interrupts in lua ATM
by danbopes
Thu Nov 07, 2024 6:42 am
Forum: Ideas and Suggestions
Topic: Train Station reservation option by interrupts
Replies: 15
Views: 5161

Re: Train Station reservation option by interrupts

I ran into this issue as well today. When the train limit on the requestor station opened up to 1, 14 trains were dispatched, all trying to deliver to that same station. It’s frustrating, as this seems like it could be addressed relatively simply.

Proposed Solution: A mechanism to check the station ...
by danbopes
Thu Nov 07, 2024 2:11 am
Forum: Implemented Suggestions
Topic: Paid DLC Deserves More Elements Impacted by Quality
Replies: 2
Views: 3457

Re: Paid DLC Deserves More Elements Impacted by Quality

TLDR (Via AI):

Main Argument: The quality system in the DLC should offer meaningful upgrades, making higher-tier items genuinely rewarding. Many current bonuses are too limited, making it hard to enjoy the potential of "Legendary" items without mods.

Suggestions for Improvements:

Upgrades ...
by danbopes
Wed Nov 06, 2024 7:09 pm
Forum: Ideas and Suggestions
Topic: Make circuit connection behavior configurable per wire
Replies: 59
Views: 17377

Re: Please, PLEASE make circuit connection behavior configurable per wire



From https://forums.factorio.com/viewtopic.php?p=632506#p632506:

We have an internal proposal to make it configurable almost everywhere from/to which wire you read/write. So you could output to red and read from green for example.

But this is not a trivial change, and because of all the other ...
by danbopes
Tue Nov 05, 2024 7:59 am
Forum: This Forum
Topic: Cleanup Bug Reports
Replies: 1
Views: 684

Cleanup Bug Reports

Can we merge the "Implemented in 2.0" into just "Implemented" (Now that 2.0 is out)?
by danbopes
Sun Nov 03, 2024 11:41 am
Forum: Ideas and Suggestions
Topic: Allow belt/chest circuit readers to read spoilage level of most spoiled item
Replies: 26
Views: 16887

Re: Allow belt/chest circuit readers to read spoilage level of most spoiled item

+1 for this. Not having ANY way circuit condition wise to read spoilage is kinda lame, and IMO goes against what circuit conditions open up and allow for in game.

Since inserters have a priority level for spoilage, I think adding a utility to the advanced selector to read the circuit values and ...
by danbopes
Sat Nov 02, 2024 4:59 pm
Forum: Gameplay Help
Topic: Vulcanus: Kill the worms
Replies: 32
Views: 90912

Re: Vulcanus: Kill the worms

I guess I just ended up cheesing it. 15 artillery turrets and you just spam them on the demolisher.
by danbopes
Sat Nov 02, 2024 7:10 am
Forum: Resolved Problems and Bugs
Topic: [Hrusa][2.0.14] Asteroid collector stuck at computing navigation
Replies: 41
Views: 52448

Re: [2.0.14] Asteroid Collector gets stuck "Computing Navigation"

I encountered this too:
11-02-2024, 03-10-43.png
11-02-2024, 03-10-43.png (2.39 MiB) Viewed 46097 times
Manually removing it and readded it fixed it
by danbopes
Sat Nov 02, 2024 3:12 am
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 38
Views: 11956

Quality options for chests and trains

I'm curious why locomotives, wagons, and chests only have health improvements from quality. I think chest size, cargo size, and maybe fuel slots or locomotive speed are all good targets for higher qualities. I'm curious if there was a justification for these omissions.
by danbopes
Thu Oct 31, 2024 7:51 pm
Forum: Assigned
Topic: [Hrusa][2.0.12] On large screens, cloud effect visible when traveling to space (transition/resolution/landing)
Replies: 2
Views: 1252

[Hrusa][2.0.12] On large screens, cloud effect visible when traveling to space (transition/resolution/landing)

Notice the top and bottom?

My resolution is 3840x2160:
10-31-2024, 15-50-57.png
10-31-2024, 15-50-57.png (3.01 MiB) Viewed 1252 times
by danbopes
Tue Oct 29, 2024 6:53 am
Forum: Resolved Problems and Bugs
Topic: [pard] [2.0.8] Tips & Tricks mouse cursor shows above all ui elements.
Replies: 3
Views: 893

Re: [pard] [2.0.8] Tips & Tricks mouse cursor shows above all ui elements.

I saw this issue too on 2.0.10 on the spoilable tip screen. Thought I was going crazy with 2 cursors
Screen Recording 2024-10-29 025113.mp4
(815.68 KiB) Downloaded 128 times
by danbopes
Tue Oct 22, 2024 10:38 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.8] Unable to Choose Parameter if parameter is left operand
Replies: 1
Views: 1586

[2.0.8] Unable to Choose Parameter if parameter is left operand

I'm trying to take the following blueprint
10-22-2024, 18-29-35.png

On the 2 right arithmetic combinators, I have the following

TOP:
10-22-2024, 18-30-49.png
BOTTOM:
10-22-2024, 18-31-07.png


My goal is to replace 50 with the total count ( 48*p0_s*12 ) to get empty space, and then replace ...
by danbopes
Thu Oct 17, 2024 2:59 am
Forum: Spread the Word
Topic: Criticism Prerelease Content of Space Age
Replies: 38
Views: 14870

I'm sad and depressed 😭

I see YouTuber after YouTuber posting space age videos while I'm sitting here waiting...

I just want to play so badly. I've been waiting for so many months, looking at every (Non-Spoilery) FF. Hurts on so many levels :(

I get the need for early access private testing, but to release the NDA a week ...

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