Search found 883 matches

by Impatient
Thu May 21, 2020 7:17 am
Forum: Ideas and Suggestions
Topic: Server list - previously joined icon
Replies: 4
Views: 780

Re: Server list - previously joined icon

@jokerwing: I personally don't see the benefit of seeing if I joined a particular map on a server. What is your thought behind that?
by Impatient
Thu May 21, 2020 7:14 am
Forum: Ideas and Suggestions
Topic: Server list - previously joined icon
Replies: 4
Views: 780

Re: Server list - previously joined icon

+5 I often thought the same. Even to write a feature request. Always was too lazy. A lot of multiplayer games have that feature for exact that reason. Very handy. Suggestion for implementation: - Make an additional column in the server browser, named "last joined" - In the cell the date&am...
by Impatient
Wed May 20, 2020 8:30 am
Forum: Multiplayer / Dedicated Server
Topic: Server Welcome message
Replies: 1
Views: 1913

Re: Server Welcome message

One way to print something to the players chat would be with a "scenario script". The script would subscribe to the "on_player_joined" event ( https://lua-api.factorio.com/latest/events.html#on_player_joined_game ), get de player index and then print a message to that specific pl...
by Impatient
Sat May 16, 2020 12:58 pm
Forum: Modding help
Topic: Custom stack inserter stack sizes?
Replies: 2
Views: 645

Re: Custom stack inserter stack sizes?

Looking at the vanilla game files, it seems the two bonuses groups "stack-inserter-capacity-bonus" and "inserter-stack-size-bonus" are hardcoded.
by Impatient
Sat May 16, 2020 6:30 am
Forum: Ideas and Suggestions
Topic: Change how underground pipes work
Replies: 3
Views: 1105

Re: Change how underground pipes work

boskid wrote:
Sat May 16, 2020 6:06 am
...
7/ What if biters would destroy pipe-to-ground, should this ... pipes ... give them to biters?
lol
by Impatient
Sat May 16, 2020 5:19 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 503393

Re: Simple Questions and Short Answers

Voidedfactory wrote:
Fri May 15, 2020 7:21 pm
... how I can transfer blueprints ...
The BP storage is in "%AppData%\Roaming\Factorio\blueprint-storage.dat" . On windows that should still be there after you uninstalled the game. On linux I don't know. Maybe it is gone if you purged the game.
by Impatient
Sat May 16, 2020 5:12 am
Forum: Off topic
Topic: How did you discover Factorio?
Replies: 69
Views: 69434

Re: How did you discover Factorio?

I dont know exactly anymore. According to steam it was 2016. I remember going to the steam store page after I got knowledge about it. There I saw that it was reviewed "overwhelmingly positive", I liked its trailer, I noticed that it is one of those rare games where users start to mark thei...
by Impatient
Sat May 16, 2020 4:06 am
Forum: Gameplay Help
Topic: Train system balancing for megabase
Replies: 4
Views: 1461

Re: Train system balancing for megabase

"biggest priority consumer" ... I forgot about that. This is the problem of having m suppliers and n consumers. The simplest solution is to use a turnover "station" (TOS) (it is not one single station, it is a turnover area with several unloading and loading stations and a balanc...
by Impatient
Sat May 16, 2020 3:41 am
Forum: Gameplay Help
Topic: Train system balancing for megabase
Replies: 4
Views: 1461

Re: Train system balancing for megabase

I would need to ask what exactly you want to achieve. What exactly do you mean by "balancing"? If you want to know others opinions how to balance your setup, you need to describe your setup exactly first. When you write, that you disable pickup stations, then I assume they are all named th...
by Impatient
Wed May 13, 2020 9:35 pm
Forum: Gameplay Help
Topic: Hello there, newbie here
Replies: 4
Views: 1169

Re: Hello there, newbie here

Serenity said it all. BUS + Kirk's factorio caculator and you are fine. no headaches. Just two subtle additions: 1. Especially as a new player build your production lines on only one side of the bus, so you can extend the bus on the other side as needed. 2. Always add enough space between the produc...
by Impatient
Wed May 13, 2020 9:01 pm
Forum: Modding help
Topic: Entity with inventory, energy consumption and supply area
Replies: 5
Views: 479

Re: Entity with inventory, energy consumption and supply area

Mod miniloader does some nice magic the factorio modding way with existing prototypes but creates something new and very popular. Have a look at it https://mods.factorio.com/mod/miniloader But probably your head will spin because of all the "glue" scripting that is necessary to achieve this.
by Impatient
Wed May 13, 2020 8:53 pm
Forum: Modding help
Topic: Entity with inventory, energy consumption and supply area
Replies: 5
Views: 479

Re: Entity with inventory, energy consumption and supply area

... The abstract question is - how can I "add" some of those features to another entity? ... ... Can I add an energy consumption for container or replace roboport's inventory with "container-like" inventory? No, you can not do stuff like that in factorio modding. Factorio moddin...
by Impatient
Wed May 13, 2020 4:10 pm
Forum: Gameplay Help
Topic: Looking for a specific combinator setup
Replies: 17
Views: 4458

Re: Looking for a specific combinator setup

Yeah, I skimmed just over the op, before I asked about specifics. My bad. Reading your op and your first answer I believe you already have all the parts figured out. Then the only remaining problem is how to piece them all together, I guess? I made a proof of concept to see if and how fast I can do ...
by Impatient
Wed May 13, 2020 5:16 am
Forum: Gameplay Help
Topic: Looking for a specific combinator setup
Replies: 17
Views: 4458

Re: Looking for a specific combinator setup

Ah, and the train condition has to be "inactivity" for the unloading station. That way if it is out of one type of item, it will leave although it has items of other types still on board.
by Impatient
Wed May 13, 2020 5:12 am
Forum: Gameplay Help
Topic: Looking for a specific combinator setup
Replies: 17
Views: 4458

Re: Looking for a specific combinator setup

If I understand your specifications correctly, then you want to unload an item of type (i) if the amount of that item (Xi) is below a minimum threshold (Xi < Ximin) and stop unloading if it is above a maximum threshold (Xi > Ximax). Is that correct? Yes, that is correct, with a small clearification...
by Impatient
Wed May 13, 2020 1:54 am
Forum: Gameplay Help
Topic: How to optimize railsetup
Replies: 10
Views: 2890

Re: How to optimize railsetup

How about enabling a waypoint stations shortly after a switch instead, ... The "Node" stations immediately behind those signals are enabled when the signal in front of them is green. ... Once the head of the train has passed the signal, it will turn red, so the waypoint station will be di...
by Impatient
Wed May 13, 2020 1:32 am
Forum: Gameplay Help
Topic: How to optimize railsetup
Replies: 10
Views: 2890

Re: How to optimize railsetup

... Maybe try closing the other stations as soon as a train arrives. (I've never used such a setup, but from memory of other forum threads closing a station as soon as a train arrives shouldn't result in the just arrived train having to leave). ... Deactivating a station immediately makes a train l...
by Impatient
Wed May 13, 2020 1:18 am
Forum: Gameplay Help
Topic: Looking for a specific combinator setup
Replies: 17
Views: 4458

Re: Looking for a specific combinator setup

If I understand your specifications correctly, then you want to unload an item of type (i) if the amount of that item (Xi) is below a minimum threshold (Xi < Ximin) and stop unloading if it is above a maximum threshold (Xi > Ximax). Is that correct? Other questions are: If (n) is the number of diffe...
by Impatient
Tue May 12, 2020 7:08 pm
Forum: Modding help
Topic: [Solved] I'm blind and can't see my lua bug
Replies: 3
Views: 947

Re: [Solved] I'm blind and can't see my lua bug

Now that you know it, can you change the title to something that describes what the specific problem (and what the solution was)? This would make this thread more valuable than with a generic "[Solved] I'm blind and can't see my lua bug" as it is now. Which can be anything. I am thinking t...
by Impatient
Mon May 11, 2020 6:09 am
Forum: Ideas and Suggestions
Topic: Clickable links in chat
Replies: 4
Views: 2218

Re: Clickable links in chat

Bumping this up Despite all the counter arguments, this would be a great thing to have in mp. I want to display a link to the discord channel to each joining player. I want to paste a link to the factorio calculator etc ... . At this time I have to set map markers/chart tags to put a link somewhere ...

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