Search found 883 matches

by Impatient
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!
by Impatient
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

darkfrei wrote:
Impatient wrote:there is one reason to add more connection points for pumpjacks though: to make blueprints with pumpjacks mirrorable by mods.
How it works? Up switched to down and right is switched to left?
This would be possible if the pumpjacks hat outlets like the oil tanks.
by Impatient
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.
by Impatient
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*...
by Impatient
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...
by Impatient
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...
by Impatient
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...
by Impatient
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...
by Impatient
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. :)
by Impatient
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...
by Impatient
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...
by Impatient
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.
by Impatient
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 ...
by Impatient
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...
by Impatient
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
by Impatient
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...
by Impatient
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.
by Impatient
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,...
by Impatient
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...
by Impatient
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...

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