Search found 117 matches

by silverkitty23
Sun Jun 12, 2016 10:11 pm
Forum: Ideas and Suggestions
Topic: Trains reserve paths by segments instead of blocks
Replies: 42
Views: 12963

Re: Trains reserve paths by segments instead of blocks

In real life, trains manage to make do without such intersections, and instead run trains in both directions on a single track. So why are dual tracks required in Factorio? because IRL we have scores of people full-time employed to manage rail lines and schedules to make sure trains are using the t...
by silverkitty23
Sun Jun 12, 2016 8:20 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: The kilobase
Replies: 11
Views: 10899

Re: The kilobase

Of course all this requires long handed inserters and mixed belts, which you do not want for some reason. Way to make it difficult for yourself :). Decide on your challenge goals. ... Any specific creative factory style that might me ineffiecient but still cool There we go. My challenge is to do aw...
by silverkitty23
Sat Jun 11, 2016 9:35 am
Forum: Ideas and Suggestions
Topic: Request blueprint materials from logistic system / Usages for information about needed blueprint materials
Replies: 48
Views: 18885

Re: Request blueprint materials from logistic system

Honestly, even without the logistics slots holding a blueprint, I'd be happy with 'drag blueprint to empty logistics slot, it adds ingredients of blueprint to your logistics requests' - it would just stop adding ingredients when you run out of logistics slots - and if you run out of inventory, well,...
by silverkitty23
Sat Jun 11, 2016 2:22 am
Forum: Won't implement
Topic: Entity/component model in prototypes
Replies: 15
Views: 8382

Re: Entity/component model in prototypes

People are always taught in school that linked lists are better suited for insert/remove because they're O(1) instead of O(n) off topic: eehhhhhh... it's O(1) to insert, sure, but finding/deleting is O(n) (because to delete a particular item you have to find it). but this does nothing to change you...
by silverkitty23
Fri Jun 10, 2016 8:57 pm
Forum: Balancing
Topic: Research Logistics Chest Unlocks
Replies: 6
Views: 3431

Re: Research Logistics Chest Unlocks

You *are* the second chest (the requester) when you unlock logistics robots.
by silverkitty23
Fri Jun 10, 2016 8:46 pm
Forum: News
Topic: Friday Facts #142 - Playtesting
Replies: 132
Views: 61715

Re: Friday Facts #142 - Playtesting

Much like a few youtubers I've seen, my late game armor use involves multiple sets of Power Armor Mk II that I swap out for different reasons. But I can't quick-swap by dragging from inventory to armor slot. I have to remove the old armor and put on the new armor because *everything except armor* sw...
by silverkitty23
Fri Jun 10, 2016 7:31 am
Forum: Modding discussion
Topic: Will this be Possible in 0.13?
Replies: 6
Views: 2013

Re: Will this be Possible in 0.13?

guess no then?
by silverkitty23
Fri Jun 10, 2016 6:03 am
Forum: Show your Creations
Topic: Beautiful pattern from pollution values
Replies: 7
Views: 4143

Re: Beautiful pattern from polution values

"progress" is spelled "p-o-l-l-u-t-i-o-n"
by silverkitty23
Thu Jun 09, 2016 11:42 pm
Forum: Implemented mod requests
Topic: Full access to prototype info at runtime
Replies: 19
Views: 5345

Re: Full access to prototype info at runtime

except I think Rseding91 was saying there isn't even an obvious definition of "everything" since not all the points are simple variables on simple objects. What does "expose everything" mean if a bunch of the things people ask for one at a time happen to require new code to make ...
by silverkitty23
Thu Jun 09, 2016 5:14 pm
Forum: Ideas and Suggestions
Topic: Make dumb inserters less smart
Replies: 8
Views: 2661

Re: Make dumb inserters less smart

But smart inserters are zombies right now. The dead that just don't know it. In 0.13 they go poooof.
by silverkitty23
Wed Jun 08, 2016 10:54 pm
Forum: Implemented mod requests
Topic: Full access to prototype info at runtime
Replies: 19
Views: 5345

Re: Full access to prototype info at runtime

In my 24 of professional development experience, I have identified the following rule: "someone else's code is always easy to modify, even if they say it isn't."
by silverkitty23
Wed Jun 08, 2016 8:27 pm
Forum: Ideas and Suggestions
Topic: Red and Green Wire Lost Forever?
Replies: 4
Views: 2198

Re: Red and Green Wire Lost Forever?

He makes up for it by getting free red and green wire when they're part of a blueprint
by silverkitty23
Wed Jun 08, 2016 8:13 am
Forum: Implemented Suggestions
Topic: New blueprint type item
Replies: 1
Views: 1075

Re: New blueprint type item

Would you settle for a mod that does that?
viewtopic.php?f=92&t=14781
by silverkitty23
Wed Jun 08, 2016 2:13 am
Forum: Modding discussion
Topic: Will this be Possible in 0.13?
Replies: 6
Views: 2013

Will this be Possible in 0.13?

So I noticed there was an expanded interface for circuit network connectivity stuff. Does that mean it will possible to make new types of combinators in 0.13? For example, an arithmatic that knows modulo, or deciders that do logic gate operations? I'm hopeful for the possibilities, but I wonder abou...
by silverkitty23
Tue Jun 07, 2016 3:57 am
Forum: This Forum
Topic: spam idea?
Replies: 1
Views: 1038

spam idea?

Because our moderators don't have enough to do(*): I for one would be fine with removing the "no link in first post" restriction and replacing it with "your first post goes to moderation. you can't make a second post unless the first post was approved" Then again, blah. I guess i...
by silverkitty23
Tue Jun 07, 2016 2:42 am
Forum: General discussion
Topic: About Modules & Furnaces - Checking My Arithmetic
Replies: 14
Views: 7385

Re: About Modules & Furnaces - Checking My Arithmetic

Basically the two possible ideologies are: A hybrid of any sort (like Solar Power with PM3/SM3s OR Steam with EM3) will pretty much defy logic because they are not really meant to work together, because the benefits cancel each other out. I'm pretty sure you're presenting a false dichotomy. I'm not...
by silverkitty23
Mon Jun 06, 2016 6:46 pm
Forum: News
Topic: Friday Facts #141 - Mod Portal
Replies: 190
Views: 79301

Re: Friday Facts #141 - Mod Portal

I didn't lose my first post, *even though it had a link* - the board told me to edit my post. So I edited it. I would have had to willfully ignore any feedback from hitting 'submit' to actually lose my post.
by silverkitty23
Mon Jun 06, 2016 6:44 pm
Forum: General discussion
Topic: Lazy Bastard Achievement - No hand crafting challenge
Replies: 62
Views: 103675

Re: Lazy Bastard Achievement - No hand crafting challenge

Ironically, you have to be anything BUT a lazy bastard to get this achievement. So much running around hand-filling machines and reusing machines in different places until you get the assemblers going.
by silverkitty23
Mon Jun 06, 2016 3:41 pm
Forum: General discussion
Topic: About Modules & Furnaces - Checking My Arithmetic
Replies: 14
Views: 7385

Re: About Modules & Furnaces - Checking My Arithmetic

There's a limit to how much you expand furnace lines - when you hit blue belt compression, it's time to start a new belt next to it, which can then expand to the same length. WIthout modules, it's like 72 furnaces (Fe and Cu, not steel, of course) - 36 on each side. If this is really pumping out 6x ...
by silverkitty23
Sun Jun 05, 2016 1:57 pm
Forum: Mods
Topic: [MOD 0.13.x] Fusion Reactor
Replies: 45
Views: 32881

Re: [MOD 0.12.x] Fusion Reactor

as fusion reactors in real life have very few waste products Though that might just be a by product of them still costing more energy than they produce, and being unable to sustain fusion for more than a few seconds :) Certainly, *in principle*, we won't have much pollution from fusion, but we don'...

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