Search found 533 matches
- Wed Nov 22, 2017 8:24 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60461
Re: Personal robots prioritizing nearest first
it's a 'special' inventory but in code I'm pretty sure it's just handled as a paired requester chest and active provider chest, there's nothing different about it than any other requester having an item dropped off or requester having an item picked up. The tool belt is entirely within the player mo...
- Mon Nov 20, 2017 2:32 pm
- Forum: Ideas and Suggestions
- Topic: Order station selection list by pathfinder distance
- Replies: 3
- Views: 1444
Re: Order station selection list by pathfinder distance
though route might change I don't think distance does in that situation Koub, a train parked on a critical link another train has to path round that link to get to it's 'closest' station might go past other stations with the same name on the long way there. In principle though it seems reasonable, c...
- Mon Nov 20, 2017 2:23 pm
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 39627
Re: round up fluids reading train inventory
The situation I thought was one train emptying and reloading with a different fluid not multiple trains using the same station, for different things, cause infinite space why not more stations, though yes there are ways to have it all on the same side but I made a mock up that was easy to see what w...
- Mon Nov 20, 2017 2:20 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60461
Re: Personal robots prioritizing nearest first
Tick 1: Has anything arrived? Yes - Solar panel arrives, check heap, check solar panel list, issue solar panel 16 Tick 2: Has anything arrived? No [but 1 check per player so not O(1) and not O(Log2(n)) scaleable] ... Moving the check out of the bot code is still a check, and moving it out of the bot...
- Sun Nov 19, 2017 8:28 am
- Forum: Ideas and Suggestions
- Topic: Allow interaction with UI even when paused
- Replies: 21
- Views: 6764
Re: [Single Player] Orders on Pause
While I kind of like it I'm sure there are practical reasons (like blueprints take 1 tick to place) why this wouldn't be possible and along with a speed increase or decrease but on which the Devs have refused I feel they won't be inclined to add this. Things to consider: Normally your planning and b...
- Sat Nov 18, 2017 1:30 pm
- Forum: Ideas and Suggestions
- Topic: Disallow inserters from interacting with underground belts
- Replies: 17
- Views: 7253
Re: Disallow inserters from interacting with underground belts
Is this really a thing given that so many people rely on this 'quirk' to make compact systems I mean really it should be a non-issue, the graphics seem to clip so what, the graphics are old need updating anyway when undergrounds get their update a small notch out of the centre fixes the apparent inc...
- Sat Nov 18, 2017 1:12 pm
- Forum: Ideas and Suggestions
- Topic: Logistic application for rockets: ST-esque beaming
- Replies: 4
- Views: 1323
Re: Logistic application for rockets: ST-esque beaming
I don't know, I mean scientifically speaking we already do quantum level information teleportation in labs and have for 2 decades, I remember reading somewhere we'd leveled it up to photonic teleportation, a critical step towards quantum desk top computing, I don't know how feasible matter transport...
- Sat Nov 18, 2017 1:29 am
- Forum: Implemented Suggestions
- Topic: Reorder the science pack tiering
- Replies: 4
- Views: 1586
Re: Reorder the science pack tiering
I think it would be far easier to simply add a a requirement for the tech that provide the specific science pack. Oddly Eradicator I said the same thing way back https://forums.factorio.com/viewtopic.php?f=6&t=47945 thread even has a mod that provides those dependencies though I didn't spot tha...
- Sat Nov 18, 2017 1:13 am
- Forum: Ideas and Suggestions
- Topic: Biter hit responses
- Replies: 4
- Views: 1247
Re: Biter hit responses
Or max biter speed could becomes proportional to damage % so at say 50% health max speed could be 75% of full health making damage and run away a more viable option
- Sat Nov 18, 2017 1:08 am
- Forum: Ideas and Suggestions
- Topic: Ability to choose underground belt direction
- Replies: 10
- Views: 4530
Re: Ability to choose underground belt direction
They're not quite equivalent inside lanes filled vs outside lanes but you only need to add 2 belts/1 length to make the middle one single colour simply move the blue underground right one tile and everything after it to match and then add 2 belts in the freed up tiles (where the blue underground was...
- Sat Nov 18, 2017 1:01 am
- Forum: Ideas and Suggestions
- Topic: Logistic application for rockets: ST-esque beaming
- Replies: 4
- Views: 1323
Re: Logistic application for rockets: ST-esque beaming
I like this, it would make sense of the beaming chests were bulkier (2x2) and hold many fewer items maybe relative to the number that could be transmitted so say the beaming is a stack per n ticks per satellite you then have the box able to hold 2 stacks and it only transmits full stacks to get rid ...
- Thu Nov 16, 2017 8:28 pm
- Forum: Ideas and Suggestions
- Topic: Ability to choose underground belt direction
- Replies: 10
- Views: 4530
Re: Ability to choose underground belt direction
That says a lot if the Devs removed the ability to make this mod function they're hardly going to add it anything in vanilla now that does the same task
- Thu Nov 16, 2017 8:22 pm
- Forum: Ideas and Suggestions
- Topic: [QoL]Autorotate assembler when next to a suitable fluid inpu
- Replies: 5
- Views: 1710
Re: [QoL]Autorotate assembler when next to a suitable fluid inpu
So long as all the inputs/outputs of a recipe have to be the same maybe make it allow inputs/outputs to all sides, it doesn't trivialise the problem any further than it already is and it actually makes for some interesting edge cases where you don't want pipes that otherwise could just run past asse...
- Thu Nov 16, 2017 8:37 am
- Forum: Ideas and Suggestions
- Topic: Ability to choose underground belt direction
- Replies: 10
- Views: 4530
- Wed Nov 15, 2017 11:19 pm
- Forum: Ideas and Suggestions
- Topic: Circuit/logistic network for fludis
- Replies: 1
- Views: 638
Re: Circuit/logistic network for fludis
Circuit connections on fluid tanks are already possible you just need to wire them up to pumps or valves depending on your mods
- Wed Nov 15, 2017 11:13 pm
- Forum: Ideas and Suggestions
- Topic: Ability to choose underground belt direction
- Replies: 10
- Views: 4530
Re: Ability to choose underground belt direction
Place underground belt and then rotate it, that reverses the direction whether it is stand alone or part of a pair auto connecting is part of the puzzle so you can't belt braid with one colour for 100% speed
- Wed Nov 15, 2017 11:38 am
- Forum: Ideas and Suggestions
- Topic: Suggetion: Binary combinator variables
- Replies: 2
- Views: 1340
Re: Suggetion: Binary combinator variables
You might try actually posting the idea where it matters and linking it to unofficial sources rather than the other way round
- Wed Nov 15, 2017 11:33 am
- Forum: Ideas and Suggestions
- Topic: Game is lacking sound effects. Here's some suggestions.
- Replies: 9
- Views: 2989
Re: Game is lacking sound effects. Here's some suggestions.
Personally I don't like sound effects that are useless, an alert going ping is fine when certain things happen, the sound of a train when close to a moving train great. But proximity for things you already are 100% aware of or have no bearing on game play for ambience like a dosimeter clicking has n...
- Wed Nov 15, 2017 10:49 am
- Forum: Ideas and Suggestions
- Topic: Distinct Network Settings
- Replies: 1
- Views: 729
Re: Distinct Network Settings
Merge to here (24 hours ago), and maybe more viewtopic.php?f=6&t=53996
- Tue Nov 14, 2017 4:38 pm
- Forum: Ideas and Suggestions
- Topic: Production and Electrical Network GUI Improvements
- Replies: 4
- Views: 1466
Re: Production and Electrical Network GUI Improvements
Why is more important on the left an issue? I hadn't ever noticed the inconsistency and I don't think many people will notice the change there. The peak makes sense to some degree and kind of doesn't in other respects, if the peak in production is possible because of a backlog of items due to previo...