Search found 883 matches
- Wed Nov 01, 2017 1:29 am
- Forum: Off topic
- Topic: Your Logistic Robots Are Broken! [Forum Game]
- Replies: 344
- Views: 112839
Re: Your Logistic Robots Are Broken! [Forum Game]
after you cleaned up everything, you think "nice, but boring", save the game and order the robots to bring you a rocket launcher and 100 nukes ... to test which parts of your factory are non-critical.
- Wed Nov 01, 2017 1:25 am
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 156822
Re: Random Word Association Game
fit moving female
- Wed Oct 25, 2017 9:33 pm
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 156822
Re: Random Word Association Game
pyramid
- Wed Oct 25, 2017 12:47 am
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 156822
- Tue Oct 24, 2017 7:43 pm
- Forum: Ideas and Suggestions
- Topic: Slightly change wait 0 seconds logic
- Replies: 17
- Views: 5147
Re: Slightly change wait 0 seconds logic
I kind of expected wait time zero to have the effect, that the train-stop acts like a waypoint, so that the doesn't come to a full halt at all, but drives right through it. So kind of the exact oppisite of what you are suggesting. And also a not so slight change to the current behavior. the conditi...
- Thu Oct 19, 2017 8:00 pm
- Forum: Ideas and Suggestions
- Topic: Slightly change wait 0 seconds logic
- Replies: 17
- Views: 5147
Re: Slightly change wait 0 seconds logic
smart thinkingLav wrote:... effectively receiving 1 bit of information from a remote location along the track lines, no wire connection needed.
- Wed Oct 18, 2017 9:07 pm
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 156822
- Wed Oct 18, 2017 7:40 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 4746
Re: Dedicated / Smart Fuel inserters
The problem with L, C, F is what happens when you add mods into the list. That is a good question. I would go for U=1, with U signifying "unknown", until the modder defines the type of signal, that will show preconfigured in the sensor rail, to signal the modded type of train vehicle. Lik...
- Tue Oct 17, 2017 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Train Maintenance Orders
- Replies: 3
- Views: 2147
Re: Train Maintenance Orders
I like it. Railroad Tycoon 3 could have used that system. Instead the trains stopped unnecessarily at a depot or water station whenever the oil or water was below half full. This was so annoying when trying to build efficient train lines, that i started to build depots and water towers off the main ...
- Tue Oct 17, 2017 8:33 pm
- Forum: Ideas and Suggestions
- Topic: A couple Ideas for robot enhancements
- Replies: 3
- Views: 1442
- Tue Oct 17, 2017 8:30 pm
- Forum: Ideas and Suggestions
- Topic: A couple Ideas for robot enhancements
- Replies: 3
- Views: 1442
Re: A couple Ideas for robot enhancements
IMO interesting. Everyone who blueprint-built complex layouts ran into this annoyance. My solution was to have like 7 advanced roboports equipped and splitting blueprints. And that didn't solve it in some cases. Especially with floor tiles included in the blueprint. Could it be done by pressing an a...
- Tue Oct 17, 2017 7:51 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 4746
Sensor rail
As I understand it, your feature request stems from the problem, that there is no way to determine, what kind of train vehicle (engine, cargo wagon, fluid wagon) is in front of an inserter and that there is no way to determine the contents of only this vehicle. How about circuit connecting rails it...
- Tue Oct 17, 2017 7:39 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 4746
Re: Dedicated / Smart Fuel inserters
I like that one. Clean and simple. A sensor-plate-rail like entity.JohnyDL wrote:How about circuit connecting rails it could tell you if a wagon, fluid wagon or engine was on top of it the same way belts do.
- Tue Oct 17, 2017 7:33 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 4746
Re: Dedicated / Smart Fuel inserters
I would rather see filter inserters have a "passive mode" that can be toggled. In passive mode an inserter will only takes items "requested" by their target, such as recipe items. Then make fuel slots "request" fuel. Make dedicated slots "request" that type. ...
- Tue Oct 17, 2017 7:19 pm
- Forum: Ideas and Suggestions
- Topic: Dedicated / Smart Fuel inserters
- Replies: 19
- Views: 4746
Re: Dedicated / Smart Fuel inserters
As I understand it, your feature request stems from the problem, that there is no way to determine, what kind of train vehicle (engine, cargo wagon, fluid wagon) is in front of an inserter and that there is no way to determine the contents of only this vehicle. First, if you request an additional se...
- Tue Oct 17, 2017 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Slightly change wait 0 seconds logic
- Replies: 17
- Views: 5147
Re: Slightly change wait 0 seconds logic
IMO "Wait 0 seconds" should mean to not wait. Period. Anything longer than "not" would pollute this condition. If you would like inserters to be able to just grab one hand full, then I suggest that you make a feature request for such a condition. My 2 cents.
- Sun Oct 15, 2017 6:06 am
- Forum: Modding help
- Topic: Distributing Workload of Mod to Multiple Ticks
- Replies: 7
- Views: 3527
Distributing Workload of Mod to Multiple Ticks
Calling Mod Functionality just every N-th Tick A mod does heavy calculations. It just doesn't need to do them every tick. Every minute would suffice entirely. Putting a modulo test at the beginning of the mod function as requirement for the calculations in the mod function to be done, would be the ...
- Fri Oct 13, 2017 11:46 pm
- Forum: Ideas and Suggestions
- Topic: 25 General Quality Suggestions
- Replies: 10
- Views: 4197
Re: 25 General Quality Suggestions
you want things to get done? done: viewtopic.php?f=6&t=53368nljr wrote:
So it might work better if you post it yourself.
- Fri Oct 13, 2017 11:42 pm
- Forum: Ideas and Requests For Mods
- Topic: Inverted World
- Replies: 7
- Views: 2845
- Fri Oct 13, 2017 11:41 pm
- Forum: Ideas and Suggestions
- Topic: Multiple Player Vehicles
- Replies: 0
- Views: 689
Multiple Player Vehicles
TL;DR Make a vehicle usable by multiple players at the same time (eg driver and gunner). What ? It would be cool if vehicles can be operated by several players at the same time. Functions could be managed via "player roles". I can imagine the car to offer two roles: driver and gunner. The...