Search found 883 matches

by Impatient
Sat Sep 30, 2017 8:43 pm
Forum: Ideas and Suggestions
Topic: Goal Generator + Earth Mission Control
Replies: 7
Views: 2287

Re: Goal Generator + Earth Mission Control

I back that. Though, imo this should only happen once the rocket was launched and the satellite was placed into orbit (which serves as com-link to earth). Though, there are questions: Apart from just being occupied, what is the motivation for the player to do received missions? To receive resources?...
by Impatient
Sat Sep 30, 2017 8:13 pm
Forum: Ideas and Suggestions
Topic: Cursor placement in "Select a signal"
Replies: 46
Views: 13737

ui-qol: combinator constant input field pre-select

TL;DR When editing signals or constants in combinators, pre-select the contents of the input field. What ? Take a look at this picture, where I marked the input field red and selected the contents of the field: https://i.imgur.com/5VJLcup.png When this dialog window opens and I want to type in a ne...
by Impatient
Sun Sep 24, 2017 3:04 pm
Forum: Duplicates
Topic: [0.15] Different behavior of train stop and circuit network
Replies: 9
Views: 1884

Re: [0.15] Different behavior of train stop and circuit network

https://forums.factorio.com/47626 yeah. very interesting. so, how do I determine, what is in a fluid wagon, when there is something in it, but lower than 1? You got a link for that as well? You don't through the circuit network. will this problem be addressed by "fluid squashing" in 0.16?...
by Impatient
Sun Sep 24, 2017 3:01 pm
Forum: Ideas and Suggestions
Topic: Determine contents of fluid wagon for values 0<x<1
Replies: 5
Views: 1693

Determine contents of fluid wagon for values 0<x<1

TL;DR Create the possibility to determine what kind of fluid is in a fluid wagon for values 0 < x < 1 . What ? Fluid values below 1 are rounded down to 0. An exception to that is the train stop condition "cargo inventory empty". Usually one would test for (TypeOfFluid > 0) to determine wh...
by Impatient
Sun Sep 24, 2017 2:43 pm
Forum: Duplicates
Topic: [0.15] Different behavior of train stop and circuit network
Replies: 9
Views: 1884

Re: [0.15] Different behavior of train stop and circuit network

https://forums.factorio.com/47626 yeah. very interesting. so, how do I determine, what is in a fluid wagon, when there is something in it, but lower than 1? You got a link for that as well? You don't through the circuit network. will this problem be addressed by "fluid squashing" in 0.16?...
by Impatient
Sun Sep 24, 2017 2:36 pm
Forum: Duplicates
Topic: [0.15] Different behavior of train stop and circuit network
Replies: 9
Views: 1884

Re: [0.15] Different behavior of train stop and circuit network

Rseding91 wrote:
Impatient wrote:
Loewchen wrote:47626
yeah. very interesting. so, how do I determine, what is in a fluid wagon, when there is something in it, but lower than 1? You got a link for that as well?
You don't through the circuit network.
Feature request?
by Impatient
Sun Sep 24, 2017 2:33 pm
Forum: Duplicates
Topic: [0.15] Different behavior of train stop and circuit network
Replies: 9
Views: 1884

Re: [0.15] Different behavior of train stop and circuit network

Loewchen wrote:47626
yeah. very interesting. so, how do I determine, what is in a fluid wagon, when there is something in it, but lower than 1? You got a link for that as well?
by Impatient
Sun Sep 24, 2017 2:12 pm
Forum: Duplicates
Topic: [0.15] Different behavior of train stop and circuit network
Replies: 9
Views: 1884

[0.15] Different behavior of train stop and circuit network

Stripped down, the problem is: For values from 0 < x < 1 the train stop says a fluid wagon is not empty (with test [cargo inventory empty] ), while the circuit network says it is empty. This results from the facts that a) - the test in the circuit network ( fluid > 0 ) is also FALSE for everything <...
by Impatient
Fri Sep 22, 2017 10:18 am
Forum: Gameplay Help
Topic: automatically mark for deconstruction in vanilla
Replies: 3
Views: 1137

automatically mark for deconstruction in vanilla

hi everyone!

is thee a way in vanilla to mark something for deconstruction automatically? like when a certain condition is met? i guess not. it would need some entity, that is connected to the logic network and that is able to mark other entities or an area for deconstruction. shame shame.

thanks!
by Impatient
Tue Sep 19, 2017 8:30 am
Forum: Implemented Suggestions
Topic: Train position indicator for trains of length N
Replies: 2
Views: 1542

Re: Train position indicator for trains of length N

Of course I have a standardized train length. But what if it is 3-8? And there are valid reasons for train lengths of above 1-4. Think about mods. But those are not the point here. The point is to enable the TPI to show the positions of N cars. Whyever I chose to have trains longer than 5.
by Impatient
Tue Sep 19, 2017 8:28 am
Forum: Ideas and Suggestions
Topic: Train position indicator can be kept active
Replies: 2
Views: 908

Re: Train position indicator can be kept active

But they are not shown, if I place a new signal. Then only those for the new signal are shown.
by Impatient
Tue Sep 19, 2017 7:45 am
Forum: General discussion
Topic: Your opinion on how to calculate an efficient expansion path
Replies: 7
Views: 3102

Re: Your opinion on how to calculate an efficient expansion path

Another thing I have not yet wrapped my mind around, is the question when to increase production capacities. Eg ... Everyone would agree, that when launching the rocket, the production capacity of the base is x-times higher, than when starting research on red science only technologies. Naturally, yo...
by Impatient
Tue Sep 19, 2017 7:09 am
Forum: General discussion
Topic: Your opinion on how to calculate an efficient expansion path
Replies: 7
Views: 3102

Re: Your opinion on how to calculate an efficient expansion path

In my opinion the best way to plan an EEP is to look at the development of the base backward. Meaning, I decide where I want to get at, and then I plan what I need to build and research from the end to the start. aims could be: - be able to produce components for rocket, and rocket itself in one hou...
by Impatient
Tue Sep 19, 2017 6:50 am
Forum: General discussion
Topic: Your opinion on how to calculate an efficient expansion path
Replies: 7
Views: 3102

Your opinion on how to calculate an efficient expansion path

Hi everyone! I would like to hear your opinion on how to calculate an efficient expansion path ( EEP ). I am interested to read on what basis you decide what and when to build what and what and when to research what. To distinguish, this thread is NOT about how an EEP in your opinion looks like, or ...
by Impatient
Mon Sep 18, 2017 7:18 pm
Forum: Ideas and Suggestions
Topic: Train position indicator can be kept active
Replies: 2
Views: 908

Train position indicator can be kept active

When referring to the " train position indicator " ( TPI ) i am referring to the white boxes shown on the rail track, when placing a signal or station or hovering above one. TL;DR Enable the player to keep the TPI active as long as needed. What ? I suggest that the TPI can be kept active b...
by Impatient
Mon Sep 18, 2017 6:56 pm
Forum: Ideas and Suggestions
Topic: Train position indicator numbers car positions
Replies: 0
Views: 648

Train position indicator numbers car positions

When referring to the " train position indicator " ( TPI ) i am referring to the white boxes shown on the rail track, when placing a signal or station or hovering above one. TL;DR The TPI numbers the the positions of train cars it indicates. What ? I suggest that the TPI also numbers the i...
by Impatient
Mon Sep 18, 2017 6:42 pm
Forum: Implemented Suggestions
Topic: Train position indicator for trains of length N
Replies: 2
Views: 1542

Train position indicator for trains of length N

When referring to the " train position indicator " ( TPI ) i am referring to the white boxes shown on the rail track, when placing a signal or station or hovering above one. TL;DR Enable the TPI to indicate the position of N cars, where N is an arbitrary number. What ? I suggest a menu set...
by Impatient
Thu Sep 14, 2017 1:46 pm
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 571
Views: 292868

factorio is a nice piece of work

i just want to say thanks to wube games for making factorio. lately i have a lot of fun playing in multiplayer. of course the game is not perfect, but it is great anyways. worth the 20€ i paid 2 years ago. yes, i am proud to say i bought it in early access. i remember, a review i read back then said...

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