Search found 533 matches
- Mon Nov 13, 2017 1:26 am
- Forum: This Forum
- Topic: New sticky in General
- Replies: 3
- Views: 2088
Re: New sticky in General
Maybe it should, maybe it shouldn't personally I think I'm suggesting the idea. And the "this forum" never stood out as a place to post this sort of discussion (but then I never go in there) I thought it was more for complaints and asking for mod intervention/help than ideas about the way ...
- Sun Nov 12, 2017 4:54 pm
- Forum: This Forum
- Topic: Suggestion: Leave behind shadow threads when moving threads
- Replies: 26
- Views: 7072
Re: Suggestion: Leave behind shadow threads when moving threads
yeah my assumptions are just that I'm not claiming they're either accurate or precise just reasons that benefit of the doubt could be given ^_^
- Sun Nov 12, 2017 4:38 pm
- Forum: This Forum
- Topic: Suggestion: Leave behind shadow threads when moving threads
- Replies: 26
- Views: 7072
Re: Suggestion: Leave behind shadow threads when moving threads
I had a different solution for ideas and suggestions being posted to general , I'm not sure how applicable it is to other parts of the forum (like people not knowing the difference between technical help and gameplay help) Also I may have posted it in the wrong place, maybe not though since the peo...
- Sun Nov 12, 2017 4:33 pm
- Forum: This Forum
- Topic: New sticky in General
- Replies: 3
- Views: 2088
New sticky in General
TL;dr - new sticky to signpost ideas from general to here as a one size fits all Why? - As a result of a tangent discussion in this thread . We (I/the members who post to this forum often) have noticed that it's almost too easy to miss the ideas and suggestions forum on the main page and many people...
- Sat Nov 11, 2017 11:03 pm
- Forum: Ideas and Suggestions
- Topic: After 400+ hours a few problems and suggestions
- Replies: 13
- Views: 4191
Re: After 400+ hours a few problems and suggestions
If you're driving then you know there are rules for driving and at least one of those is/would be a speed limit, if you're driving and don't know this you're likely a child and know that adults drive and children don't, "Driving is something mommies and daddies do not me but I like to pretend s...
- Sat Nov 11, 2017 5:58 pm
- Forum: Ideas and Suggestions
- Topic: After 400+ hours a few problems and suggestions
- Replies: 13
- Views: 4191
Re: After 400+ hours a few problems and suggestions
new to forum, first post moved to the suggestions forum and now they can't find it to reply, I'm pretty sure that they won't have known to look for the ideas before or that lists like this are generally bad.
- Sat Nov 11, 2017 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Late-Game: Teleporter with a twist
- Replies: 2
- Views: 1193
Re: Late-Game: Teleporter with a twist
Kinda like maybe think of this as Cameron's Avatar type thing you can jump across the map to your other body. Or Minecraft Sync Mod would be cool to add to the game as a mod or in vanilla, put a body anywhere on the map and swap between them if each body had a different loadout for storage, clothing...
- Sat Nov 11, 2017 8:25 am
- Forum: Ideas and Suggestions
- Topic: Biome resource variation
- Replies: 15
- Views: 7980
Re: Reasons to explore: new ores; different biomes; etc.
Um not a fan of rare resources in limited biomes Imagine if Minecraft (DYAC) diamonds generated like emeralds, only in one biometric out of 30, only 1 in each chunk, and you needed them to do any of the end goals (beacons wither fighting Dragon fighting) they'd be so rare as to make the game not com...
- Sat Nov 11, 2017 12:04 am
- Forum: Ideas and Suggestions
- Topic: Belt Speed customisation
- Replies: 5
- Views: 2190
Re: Belt Speed customisation
I can see this being useful to moderate/slow certain places in belt factories to say deliver precise ratios just by using belt speed but I fear that the UPS effect of something like this would be a drop because more checking is going on to set the speed than is saved by not moving the belt when line...
- Fri Nov 10, 2017 11:55 pm
- Forum: Ideas and Suggestions
- Topic: After 400+ hours a few problems and suggestions
- Replies: 13
- Views: 4191
Re: After 400+ hours a few problems and suggestions
Love the mining laser idea, saturating red belt might be OP but I'd like to see a mod of this and the balancing cause it seems cool as hell Dustine has a mod called Charge Transmission it's alpha and baggy but it does the whole remote charging thing you describe Drone path selection is unfeasible wi...
- Fri Nov 10, 2017 1:42 am
- Forum: Ideas and Suggestions
- Topic: Cursor Icon
- Replies: 27
- Views: 17602
Re: Factorio theme cursor
Making a mouse/cursor themed actually makes it less useful and useable if it's the same colour scheme as the game you can easily lose it. I realize some games don't want their aesthetic ruined by a cursor but generally speaking I think it's bad for accessibility. (Gah I'm being negative/critical abo...
- Thu Nov 09, 2017 8:35 pm
- Forum: Ideas and Suggestions
- Topic: Musings: Fluid dynamics
- Replies: 9
- Views: 3516
Re: Musings: Fluid dynamics
You can do an equal splitter relatively easy if you don't need full throughput on the outputs I designed someone a 6 way split
- Thu Nov 09, 2017 5:34 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60539
Re: Personal robots prioritizing nearest first
Your suggestion of not perfect Here's a setup. Ghosts.png Player is at the blue stick figure, not moving and let's assume that full complement of bots and no items to do the ghosts, Some how the list was created such that the numbers represent the order of items in the list, happy so far? Tick 1: So...
- Thu Nov 09, 2017 4:32 pm
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 39670
Re: round up fluids reading train inventory
totally agree with you mrvn it could go wrong if you don't lock your station until you have the space for items received and enough product made to refill the train, I don't do much (any) multifluid/multi item trains, I have no need of them. But the same thing can be achieved with something like thi...
- Thu Nov 09, 2017 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Items per second info on machines.
- Replies: 21
- Views: 8780
Re: Items per second info on machines.
Once you know the algorithm there's no real puzzle to Rubik cubes I consider the puzzle aspects of these numbers to be discovering an adequate formula not applying an existing formula. Instinct and having played the game for 2500 hours told me ~0.4 I hadn't ever looked up the exact formula because t...
- Thu Nov 09, 2017 2:06 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60539
Re: Personal robots prioritizing nearest first
So each inserter inserting items setting flags is O(n) Flag = Flag or inserter.performscheck() Which is more efficient: Previous+alpha-beta+gamma-delta... with no consideration for if alpha beta gamma and delta effect the same box and having to perform checks on all of those and epsilon and lambda a...
- Thu Nov 09, 2017 1:27 pm
- Forum: Ideas and Suggestions
- Topic: round up fluids reading train inventory
- Replies: 109
- Views: 39670
Re: round up fluids reading train inventory
With your simple logic I think this might happen: - the train gets pumped down to 0.4 water - the steam pumps turn on but can't do anything yet - water gets down to 0 and 0.4 steam comes in - steam gets into the water pumps My suggestion wouldn't be possible without 2 pumps connected to the same ta...
- Thu Nov 09, 2017 12:47 pm
- Forum: Ideas and Suggestions
- Topic: Construction Robots should have mining power
- Replies: 16
- Views: 3625
Re: Construction Robots should have mining power
What I'm saying is that the mining speed is covered, if you assume they have the same reach as the player and the time they're in reach of the item they're mining it then actually by almost every metric I can think of bots are slower than the player because the time they take to cover the distance b...
- Thu Nov 09, 2017 12:43 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60539
Re: Personal robots prioritizing nearest first
You do not check the list. What happens is that an inserter inserts an item into the logistic network. That action moves a ghost from the list. No checking involved How? Magic? It's a Different part of the code completely separate. Inserters have nothing to do with bots or ghosts. The logistics net...
- Thu Nov 09, 2017 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Construction Robots should have mining power
- Replies: 16
- Views: 3625
Re: Construction Robots should have mining power
Not if it's mining for the whole distance it can, if you stand on a yellow belt mining trees with a steel pick you can almost mine them up in the time it takes you to move past then if a bot did the same action at the same speed it'd only get half way to the tree before mining it and turning back no...