Search found 30 matches

by Murklak
Thu Feb 29, 2024 7:56 pm
Forum: Ideas and Suggestions
Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
Replies: 22
Views: 5822

Re: Increase non-stack inserter capacity from 3 to 4 because of stacking

Currently, if a process slows or stops, input belts will backup and be fully packed. If the stacks aren't full, then the belt will not be fully packed. My question is, how will this affect throughput? I don't see it having any significant impact once the process is running again, and if the process ...
by Murklak
Thu Feb 29, 2024 7:40 pm
Forum: Ideas and Suggestions
Topic: Impovements on personal transport
Replies: 4
Views: 1533

Re: Impovements on personal transport

There are so many transportation mods that I would be surprised if the devs added a faster option than the spidertron. If you really are spending too much time travelling, I recommend the Teleporters mod.
by Murklak
Thu Feb 29, 2024 7:35 pm
Forum: Outdated/Not implemented
Topic: Splitter filter and input priority
Replies: 4
Views: 1965

Re: Splitter filter and input priority

I'm not seeing this behavior from splitters. Mine are working exactly how you said you want them to. Are you playing with mods? One of your mods may be breaking the splitter.
by Murklak
Sun Feb 25, 2024 1:15 am
Forum: Ideas and Suggestions
Topic: Maintainable/modifiable blueprints
Replies: 3
Views: 1616

Re: Maintainable/modifiable blueprints

Illiander42 wrote: Sat Feb 24, 2024 6:28 pm I'm sure I've seen a post here asking for proper VCS for blueprints that includes stuff like this.
viewtopic.php?f=6&t=110662
by Murklak
Wed Feb 14, 2024 4:26 am
Forum: Ideas and Suggestions
Topic: What if Lubricant was needed for the big mining drill?
Replies: 13
Views: 3723

Re: What if Lubricant was needed for the big mining drill?



Alternately flipping drills to keep their connections lined up would be a pain. A blueprint would have to have an even number of drills to be tileable.


one of the last FFF revealed that they have fixed flipping and mirroring fluid inputs and outputs so I think that it would be fine in that ...
by Murklak
Wed Feb 14, 2024 3:28 am
Forum: Ideas and Suggestions
Topic: What if Lubricant was needed for the big mining drill?
Replies: 13
Views: 3723

Re: What if Lubricant was needed for the big mining drill?

Alternately flipping drills to keep their connections lined up would be a pain. A blueprint would have to have an even number of drills to be tileable.
by Murklak
Fri Jan 26, 2024 2:41 pm
Forum: Ideas and Suggestions
Topic: "Requires Mod" Blueprint parameter
Replies: 8
Views: 2888

Re: "Requires Mod" Blueprint parameter

This could be done without the game identifying any dependencies. Instead, offer a mod list and the user can check the ones they want. If someone has the blueprint without the required mods, add an alert icon to the blueprint. They can open the blueprint to see what mods are missing. The game doesn ...
by Murklak
Sun Jan 21, 2024 6:52 pm
Forum: Ideas and Suggestions
Topic: Combining, Splitting, and Balancing Large Numbers of Belts
Replies: 69
Views: 34774

Re: Combining, Splitting, and Balancing Large Numbers of Belts


Last I checked, all mods that offer belt balancing functionality have some truly horrible UPS problems that makes using them effectively a non-starter.


Is there some reason why a Wube implementation would be similarly poorly optimized? If not, I wouldn't worry about how mods perform when ...
by Murklak
Sun Jan 21, 2024 4:57 pm
Forum: Ideas and Suggestions
Topic: Can we get a function to get the stacksize of an Item?
Replies: 5
Views: 3526

Re: Can we get a function to get the stacksize of an Item?

This can be done using the 2.0 preview mod, which is at https://mods.factorio.com/mod/pigo-selector-combinator. I use it to calculate the total volume of my trains, giving only my total inventory slots as a constant (40 * wagonCount). Give it a try.
by Murklak
Thu Jan 18, 2024 10:12 pm
Forum: Ideas and Suggestions
Topic: Missing support for keybind conflict detection / Add Duplicate Keybind Warning/ Show double keybinds
Replies: 23
Views: 9378

Simple keybind solution

TL;DR
Users can more easily resolve keybind conflicts if they have more information.


keybind_sharing.png

What?
Any keybind that is used for multiple actions should change from grey to blue. This indicates there may be a conflict. The game does not need to determine whether a conflict exists ...

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