Search found 238 matches

by Selvek
Tue May 09, 2017 10:12 pm
Forum: Implemented Suggestions
Topic: Option to disable auto-repair by pers. roboport robots.
Replies: 65
Views: 22655

Re: Personal Roboports disabled

My new "switch" is dropping my construction bots in a logistic trash slot when I want to turn them off. Pulling all the roboports is a much bigger deal than it used to be because with the new research tiers, I'm actually using a personal solar panel setup for literally the first time ever,...
by Selvek
Tue May 09, 2017 9:25 pm
Forum: General discussion
Topic: so who's done a Death World?
Replies: 19
Views: 14521

Re: so who's done a Death World?

I heard somewhere that biters won't build bases too close to my stuff, so I've been leaving trails of wooden power poles everywhere I go. I'm not sure if that will work but it can't hurt. I believe that behavior was changed in 0.14, and biters will now happily build bases as close to your stuff as ...
by Selvek
Tue May 09, 2017 9:20 pm
Forum: Gameplay Help
Topic: Train Waiting Yard
Replies: 12
Views: 8343

Re: Train Waiting Yard

I don't think putting a station on the middle track will work. Every train will path around it, and unless all the "waiting" tracks are full, the train will go through the shortest "waiting" track rather than the center track. I have to ask, though, is there a real issue with how...
by Selvek
Tue May 09, 2017 5:24 pm
Forum: Balancing
Topic: Barrels hold too much liquid.
Replies: 37
Views: 12619

Re: Barrels hold too much liquid.

I think the long and short of it is basically that if you fill a cargo wagon full of barrels, then you can fit more fluid than straight into a fluid wagon. I agree. I mean, it makes no sense that you can fit more of the fluid inside the same sized train car even with the low packing efficiency of c...
by Selvek
Tue May 09, 2017 3:43 pm
Forum: General discussion
Topic: 0.15 Oil Rebalancing - Too Far?
Replies: 38
Views: 15647

Re: 0.15 Oil Rebalancing - Too Far?

I'm on the railworld preset (generated immediately after 0.15 came out, I believe they slightly tweaked the railworld settings a couple days later). I've got a large oil spawn (maybe 15 patches) in my starting area. So far, I haven't even bothered to put pumpjacks on more than maybe 4 of them. My or...
by Selvek
Mon May 08, 2017 7:47 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 196198

Re: Solar panels less of a no-brainer

I'm actually pretty happy with how it works out in 0.15. 1) Build steam engines. They are cheap and easy to set up, but somewhat annoying to scale because every new line of engines means more belts, more miners, possibly more trains once the local deposits start to run out. 2) Research bots. 3) Buil...
by Selvek
Mon May 08, 2017 5:46 pm
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 456
Views: 265952

Re: Just bought the game; What were Your first impressions?

Every so often I see a let's play of a game and buy it less than 2 minutes into the video. Factorio is such a game.
by Selvek
Mon May 08, 2017 3:55 pm
Forum: Ideas and Suggestions
Topic: liquid filtering for pumps, tanks and wagons
Replies: 32
Views: 15127

Re: liquid filtering for pumps, tanks and wagons

Is there a problem with using the read train contents feature to enable a certain subset of pumps offloading from the train? (I haven't tried this but it seems like the obvious solution, so maybe you have already discovered an issue with it?)
by Selvek
Fri May 05, 2017 4:50 pm
Forum: Ideas and Suggestions
Topic: In patch changelog, new section "must update your factory"
Replies: 3
Views: 989

Re: In patch changelog, new section "must update your factory"

Minor stuff like, you know, suddenly you have to reconfigure your science production... :)
by Selvek
Thu May 04, 2017 6:58 pm
Forum: Ideas and Suggestions
Topic: Canceling crafting when inventory is full spills items
Replies: 33
Views: 6647

Re: Canceling crafting when inventory is full spills items

At least a warning would be nice... so many times I've cancelled some big crafting order (so that I can craft that last yellow inserter I need to finish what I'm working on), and dropped a gajillion pieces of random crap onto a mishmash of belts which immediately send them in all directions to clog ...
by Selvek
Wed May 03, 2017 6:14 pm
Forum: Not a bug
Topic: [0.15.6] Bitters do not let go.
Replies: 2
Views: 781

Re: [0.15.6] Bitters do not let go.

Sounds to me like you just really pissed them off and they've decided that this time you're not getting away with it :)
by Selvek
Tue May 02, 2017 6:51 pm
Forum: Implemented Suggestions
Topic: Option to disable auto-repair by pers. roboport robots.
Replies: 65
Views: 22655

Re: Personal Roboports disabled

I'd prefer an on/off button so you can decide rather than automatically shutting it off while in range of the main network. Also, an option to have idle bots in your inventory preemp bots that are coming from the far reaches of the network (if you have the items in your inventory). To avoid cases wh...
by Selvek
Tue May 02, 2017 6:45 pm
Forum: Pending
Topic: 0.15.5 - Stopped But Already In Progress Research RESET
Replies: 8
Views: 2309

Re: 0.15.5 - Stopped But Already In Progress Research RESET

Search for "research saver" mods. I don't know if they have been updated for 0.15 though. I agree that this should be fixed in vanilla though. Halfway through a massive 600 blue research I realize I do actually want to research the 50 red/ 50 green personal battery.. but I'm stuck either w...
by Selvek
Tue May 02, 2017 6:39 pm
Forum: Ideas and Suggestions
Topic: Additional Virtual Signals for Operating on Red and Green
Replies: 21
Views: 8069

Re: Additional Virtual Signals for Operating on Red and Green

I think there is a clear solution to all your combinator problems!

Introduce the "python combinator" which translates inputs to outputs via the magic of... python!

:D
by Selvek
Fri Apr 28, 2017 8:57 pm
Forum: Gameplay Help
Topic: I want to mine the iron! Stop trying to mine the uranium!
Replies: 10
Views: 4741

Re: I want to mine the iron! Stop trying to mine the uranium!

Am I the only one who thinks that uranium miners should be a totally separate thing than normal miners? That (1) solves OP's problem, (2) eliminates this single case in all of factorio where placement of an object totally changes its graphics and operation, and (3) opens the door for having uranium ...
by Selvek
Thu Apr 27, 2017 5:14 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Show signals tip on circuit network listeners
Replies: 6
Views: 5219

Re: Suggestion: Show signals tip on circuit network listeners

Yeah I actually just noticed that you can see them on combinators... I was thinking of things like inserters and belts... except I feel like I recently checked a combinator and it didn't show the signals, but maybe that was before 0.15... but I didn't see anything in the change list... and I thought...
by Selvek
Wed Apr 26, 2017 9:35 pm
Forum: General discussion
Topic: The Inevitable Alien Artifact Poll
Replies: 11
Views: 4193

Re: The Inevitable Alien Artifact Poll

They always seemed pointless. By the time I was doing much research that needed purple, I was killing enough biter bases for space-clearing that there was never a shortage. It just adds a boring run-around and collect artifacts step to the already tedious base-clearing task. But, I definitely see th...
by Selvek
Wed Apr 26, 2017 4:01 pm
Forum: Ideas and Suggestions
Topic: Suggestion: Show signals tip on circuit network listeners
Replies: 6
Views: 5219

Re: Suggestion: Show signals tip on circuit network listeners

This is an old thread, but still relevant. Summary: Show active signals when mousing over combinators (and other circuit entities) Combinators can be confusing to use - among other things, the each, any, and all signals are a bit enigmatic at first. It would improve the learning curve if you could s...
by Selvek
Tue Apr 25, 2017 10:40 pm
Forum: Implemented Suggestions
Topic: Caps lock to control personal roboport
Replies: 2
Views: 1896

Re: Caps lock to control personal roboport

Seconded. Another use case is controlling whether you want your bots to try and repair your turrets during combat or not (and possibly get destroyed).
by Selvek
Tue Apr 25, 2017 10:00 pm
Forum: Not a bug
Topic: Wires not required when filling blueprint with robots
Replies: 3
Views: 2015

Re: Wires not required when filling blueprint with robots

Yeah I discovered this during my marathon mod playthrough... it's really convenient when wires cost a fortune :)

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