Search found 118 matches

by FunMaker
Sun Jul 31, 2016 8:56 am
Forum: Implemented Suggestions
Topic: Build ghost without item in inventory
Replies: 1
Views: 10273

Build ghost without item in inventory

Hi,

It would be cool if i could build entity ghosts without having the item in my inventory.
If i know that a support train is comming carrying the entity i could have set the ghost and leave and let the robos build it while i am absent.
In situations were i build up a blueprint it would be a great ...
by FunMaker
Wed Jul 27, 2016 4:16 pm
Forum: Ideas and Suggestions
Topic: Sight Tower
Replies: 3
Views: 2825

Sight Tower

I think about a tower that has a slightly larger vision radius than combat towers(Flamethrower, bullet, laser) attack range (+20%).
This tower sends a signal if enemies are in sight of it(maybe count of enemies too).

Don't get this wrong, but it is not ment as a radar replacement. Maybe the ...
by FunMaker
Wed Jul 27, 2016 7:35 am
Forum: Resolved Problems and Bugs
Topic: [0.13.11] ALT-View Item Indicator
Replies: 1
Views: 1182

[0.13.11] ALT-View Item Indicator

I switched from 0.13.08 to 0.13.11 and some item indicators in alt-view are not showing the black background anymore. It seems that it is somehow related to the entity where the idem indicator is shown. See Images (All from 13.11):

Okay:
1-ok.png

Not Okay:
1.png

Not Okay Logisticbots ...
by FunMaker
Fri Jul 15, 2016 2:36 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2034
Views: 875056

Re: Simple Questions and Short Answers

Did not find an anwser through searching - maybe someone knows:

How do stack filter inserters set the filter through circuit network if multiple values are present on the circuit network?
Hint: It's not the highest value on the Network that is taken for the filter.

Seems a bit random to me
by FunMaker
Wed Jul 13, 2016 5:45 pm
Forum: Ideas and Suggestions
Topic: Underground Belt and undergroud-pipes cost by length
Replies: 11
Views: 4781

Re: Underground Belt and undergroud-pipes cost by length

Sorry for Doublepost:

But the "produce while laying" problems is not a problem imho. If you have 20 Underground Pipes you may lay a pipe that is 20 tiles long. So there is no "produce while building" it's just that if i lay a underground pipe that more pipes are consumed. I know that there are ...
by FunMaker
Wed Jul 13, 2016 8:40 am
Forum: Ideas and Suggestions
Topic: Underground Belt and undergroud-pipes cost by length
Replies: 11
Views: 4781

Re: Underground Belt and undergroud-pipes cost by length

make the cost scale with length

Factorio already has three tiers of underground belts. All you have to do is say that the max length of a fast underground belt is six and the max length of an express underground belt is eight. Or whatever. (This could be in vanilla or in a mod.)

Similarly, we ...
by FunMaker
Tue Jul 12, 2016 10:28 am
Forum: Ideas and Suggestions
Topic: Underground Belt and undergroud-pipes cost by length
Replies: 11
Views: 4781

Underground Belt and undergroud-pipes cost by length

Hi,

i suggest to reduce the cost of the underground belt and underground pipes by a large margin and make the cost scale with length. The main goal behind this is that i don't think that the cost is too high in short-undergrounds(3-4 tiles) but the main benefeit would be to increase the undeground ...
by FunMaker
Tue Jul 12, 2016 6:59 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2034
Views: 875056

Re: Simple Questions and Short Answers

Hi,

simple Question: Does someone know how biters react on pollution like in the attached screenshot? (There is no simple path to attack for the biters)

Thanks.
by FunMaker
Sun Jul 10, 2016 8:39 pm
Forum: Ideas and Suggestions
Topic: Recharging of Mobile Roboport
Replies: 0
Views: 802

Recharging of Mobile Roboport

Hi,

Just a simple suggestion: Please let Mobile Roboport recharge it's internal buffer if the armor is not used (only in Inventory).

I know that i have to choose if i want to move fast/be combat capabil/build capabil. But if i compare shield recharge rate and recharge of mobile roboport it feels ...
by FunMaker
Sun Jul 10, 2016 11:55 am
Forum: Ideas and Suggestions
Topic: Filter Combinator
Replies: 7
Views: 6847

Re: Filter Combinator

i think there should be a combinator that filters in-signals to out-signals.
Ah, a router combinator.
I thought a bit and I don't understand exactly in what situations you need this. What do you want to built?



For the second I think we had a similar suggestion, splitting comparison between red ...
by FunMaker
Sun Jul 10, 2016 6:56 am
Forum: Ideas and Suggestions
Topic: Filter Combinator
Replies: 7
Views: 6847

Filter Combinator

Hi,

i have not found this suggestion by searching for "filter" in the "Factorio direction" sub-forum.

i think there should be a combinator that filters in-signals to out-signals. The UI should be that of the constant combinator. Just set the signals that you want to filter and these are the only ...
by FunMaker
Sun Jul 03, 2016 12:14 am
Forum: Ideas and Suggestions
Topic: Maximum stack size in item tool tip
Replies: 1
Views: 1600

Maximum stack size in item tool tip

Simple suggestion:

Add stack sizes to item tool tips. It is annoying that i have to crawl a full stack together to know what the stack size limit of that item type is.

Thanks.
by FunMaker
Tue Jun 28, 2016 7:08 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2034
Views: 875056

Re: Simple Questions and Short Answers

[0.13]

Topic: Train Departure Conditions - Does someone know how AND and OR conditions match together? What takes Precedence?

Thanks in advance
by FunMaker
Sun Jun 12, 2016 9:03 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 499
Views: 668372

Re: Let's see your clever builds

These barrel handling schemes look overly complicated to me.

In my current game I did not use Rail Tanker and came up with the following barrel handling:

1. There are two trains, one runs with full barrels, the other one with empty barrels (let's call them "black" and "white" trains).
2. The ...
by FunMaker
Sat Jun 11, 2016 8:39 am
Forum: Ideas and Suggestions
Topic: Aditional Smelter / Assembling Machine
Replies: 6
Views: 2576

Re: Aditional Smelter / Assembling Machine

Isn't this what speed modules are all about? Actually the only reason to upgrade steel smelter to electric smelter since speed is the same, but electric smelter allows modules (and consumes more space that makes its use doubtful).

btw, you could use water input for cooldown. and use heated water ...
by FunMaker
Fri Jun 10, 2016 11:48 pm
Forum: Ideas and Suggestions
Topic: Aditional Smelter / Assembling Machine
Replies: 6
Views: 2576

Re: Aditional Smelter / Assembling Machine

i thought of a a smelter that does not produces "more" - that would be a gamebreaker balancing wise - if there is no "real" danger in using it inappropriate. Another solution would be to let it produce extreme pollution if it is not used at the right throughput. Even the idea that it needs heat up ...
by FunMaker
Fri Jun 10, 2016 5:43 pm
Forum: Ideas and Suggestions
Topic: Aditional Smelter / Assembling Machine
Replies: 6
Views: 2576

Aditional Smelter / Assembling Machine

All in all: The automation process with smelters and assembling machines is only linear. If you put more in you get more out. You can complete the game completly without using combinators / circuit network. In Some cases it makes some setups more "intelligent" but they are not needed in any way ...
by FunMaker
Wed Jun 08, 2016 9:08 pm
Forum: Show your Creations
Topic: Let's see your clever builds
Replies: 499
Views: 668372

Re: Let's see your clever builds

I Always thought of an oil train that was not limited by reserved full/empty barrels to maximize transport capacity of full(one way) and empty barrels(other way).

But if there were no reserved stacks most of the time one or another raw oil producing outpost would clog up because of too many empty ...

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