Search found 883 matches
- Thu Sep 14, 2017 1:32 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 154153
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
i want to enforce that. your mod is just the best shit there is! really great for planning. thanks a lot for your hard work!
- Mon Sep 04, 2017 7:26 pm
- Forum: Ideas and Suggestions
- Topic: More Pumpjack access points
- Replies: 18
- Views: 6169
Re: More Pumpjack access points
This would be possible if the pumpjacks hat outlets like the oil tanks.darkfrei wrote:How it works? Up switched to down and right is switched to left?Impatient wrote:there is one reason to add more connection points for pumpjacks though: to make blueprints with pumpjacks mirrorable by mods.
- Mon Sep 04, 2017 5:16 pm
- Forum: Ideas and Suggestions
- Topic: More Pumpjack access points
- Replies: 18
- Views: 6169
Re: More Pumpjack access points
there is one reason to add more connection points for pumpjacks though: to make blueprints with pumpjacks mirrorable by mods.
- Sun Sep 03, 2017 6:51 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 322
- Views: 154153
formulas for advanced oil cracking without leftovers
hi! i didn't read the whole thread, so maybe this problem was solved already. i found a system of linear equations by solving which i am able to exactly determine the amounts of heavy and light oil cracking to minimize leftovers with advanced oil processing. the formulas are: ag = 0.388996374609989*...
- Sun Sep 03, 2017 5:43 pm
- Forum: Combinator Creations
- Topic: Automatic test for stack size of stack inserters
- Replies: 0
- Views: 1024
Automatic test for stack size of stack inserters
I made a design that determines the stack inserters stack size. It can be started, reset and rerun. Manually or automatically. https://i.imgur.com/HPekCqZ.png 0eNrtm01v2zgQhv9KoePCKvglOza2e2zQa3sqisCQLTohVpYMig42Dfzfl7Kc2JElm+8giYPFXtpa4ozIeR8ORyP0MZrla72ypnDR5DEy87Koosmvx6gyt0Wa19fcw0pHk+jeWLf2VwZR...
- Sun Sep 03, 2017 2:01 pm
- Forum: Ideas and Suggestions
- Topic: Drag Entities with Circuit Connections intact
- Replies: 7
- Views: 3040
Drag Entities with Circuit Connections intact
I would like to be able to drag entities around in my vicinity I already placed. And the moved entities should also retain their properties like: recipes, modules, circuit programming and circuit connections. I recently worked a lot with the circuit network, build some complex circuits. And when a c...
- Mon Aug 28, 2017 4:50 pm
- Forum: Ideas and Suggestions
- Topic: Persistence of options in game browser
- Replies: 0
- Views: 688
Persistence of options in game browser
TL;DR Make the options (search string, password, mods, friends) in the internet game browser persistent across joins and leaves of internet games. Why ? Every time I join a server, leave and look for another game, I have to re-select the criteria i am looking for. I have to type in the search strin...
- Sun Aug 27, 2017 5:14 pm
- Forum: General discussion
- Topic: Logistic Network Loop Problem
- Replies: 14
- Views: 6132
Re: Logistic Network Loop Problem
Your solution worked beautifully! I am using this no-loop provide & feedback all over my base already. 'Made a blueprint: http://i.imgur.com/rmomsvF.jpg 0eNrFmMtuozAUhl8l8mIWIxjhC7k9wEizm30VIQhuYg3YjG0yrSrefUxI0ySYYnvTTVMIfD7+zzk/h7yBomppIxnXYPsG2F5wBbZPb0CxA8+r/px+bSjYAqZpDSLA87o/qsSBKc328f5IlY...
- Sat Aug 26, 2017 1:30 pm
- Forum: General discussion
- Topic: Logistic Network Loop Problem
- Replies: 14
- Views: 6132
Re: Logistic Network Loop Problem
Thanks for your davice Krazykrl. I am not good with the logic network. I will try it out though. And report back how it worked.
- Fri Aug 25, 2017 12:12 pm
- Forum: General discussion
- Topic: Logistic Network Loop Problem
- Replies: 14
- Views: 6132
Logistic Network Loop Problem
Hi devs, hi forum! I have one Problem with the logistic network, that keeps bugging me: I want to use the logistic network to distribute resources off belts to where they are needed (using a provider and a requester), but also to feed not needed resources back (eg from my inventory) into the belt sy...
- Fri Aug 18, 2017 6:31 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 40000
Re: Friday Facts #204 - Another day, another optimisation
you lost me this time. how did you determine what byte range to prefetch? and also, i assume, you have to cast those raw bytes into a valid object. how do you know which bytes go into what variable? is the variables sequence the same on all hardware architectures? how did you address that uncertaint...
- Fri Mar 03, 2017 8:28 pm
- Forum: News
- Topic: Friday Facts #180 - Map interaction
- Replies: 161
- Views: 67591
Re: Friday Facts #180 - Map interaction
coverage of turrets maybe?
colored belts in the map view. so I can find that one piece of yellow belt that slows down everything on the blue belt. just an idea. maybe not very important.
colored belts in the map view. so I can find that one piece of yellow belt that slows down everything on the blue belt. just an idea. maybe not very important.
- Mon Feb 13, 2017 1:04 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52231
Re: Friday Facts #177 - Difficulty settings
Also agree it would be super cool if you could set the spawner killing Evo factor to negative if you want, so you could have a scenario were destroying them would lower evolution a bit. :D This adds the interesting idea of being able to hunt biters to their extintion. I feel like it would convey a ...
- Mon Feb 13, 2017 1:00 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52231
Re: Friday Facts #177 - Difficulty settings
especially i like the enemy expansion difficulty settings. because to me the enemy is always underpowered - with enough turrets the base is never at risk. questions: - does the enemy evolution end with with behemoth biters and spitters? i mean, there are no more bigger sprites, but do they still ge...
- Mon Feb 13, 2017 12:01 am
- Forum: Off topic
- Topic: Random Word Association Game
- Replies: 468
- Views: 158324
Re: Random Word Association Game
money laundering
- Sun Feb 12, 2017 11:49 pm
- Forum: News
- Topic: Friday Facts #177 - Difficulty settings
- Replies: 120
- Views: 52231
Re: Friday Facts #177 - Difficulty settings
especially i like the enemy expansion difficulty settings. because to me the enemy is always underpowered - with enough turrets the base is never at risk. questions: - does the enemy evolution end with with behemoth biters and spitters? i mean, there are no more bigger sprites, but do they still get...
- Fri Dec 16, 2016 5:49 am
- Forum: Not a bug
- Topic: death in multiplayer = blueprints from book are gone
- Replies: 2
- Views: 1298
death in multiplayer = blueprints from book are gone
i played multiplayer.
i had a book with blueprints in it.
i died (by natives attack, if i recall correctly).
game messaged "xx stacks saved in yy boxes".
when i recovered the boxes with the stacks, the book was there, but it was empty.
no other player touched it.
i had a book with blueprints in it.
i died (by natives attack, if i recall correctly).
game messaged "xx stacks saved in yy boxes".
when i recovered the boxes with the stacks, the book was there, but it was empty.
no other player touched it.
- Fri Nov 11, 2016 4:46 pm
- Forum: News
- Topic: Friday Facts #164 - Nuclear power
- Replies: 249
- Views: 107914
Re: Friday Facts #164 - Nuclear power
why did you implement it the way that boilers can not heat steam even more? i like the whole temperature and heated fluids in pipes thingy. ->oh i guess i know now why one can not heat steam . will there be steam of different temperature? or just water and steam? i like the whole temperateure thing,...
- Fri Oct 14, 2016 12:04 am
- Forum: Modding discussion
- Topic: Prototype error(s) improvements
- Replies: 35
- Views: 11263
Re: Prototype error(s) improvements
reading this thread my thought was: "Rseding91, have a routine ready that searches the source code and extracts all prototypes and entities and their respective attributes and lists them with their hierarchy in a text file. and ship that file with every version of factorio." this way it wo...
- Thu Oct 13, 2016 11:04 pm
- Forum: News
- Topic: Friday Facts #159 - Research revolution
- Replies: 248
- Views: 105388
Re: Friday Facts #159 - Research revolution
If you want an actual competition, don't go for more than 2 teams. Anything more is too chaotic for any strategic or tactical depth, plus it makes the players more hopeful that they can win when the chances are roughly 50%, and as a result more engaged. Plus you'll have 0 issues with players from d...