Search found 285 matches

by Harkonnen604
Tue Jul 19, 2016 3:13 pm
Forum: Ideas and Suggestions
Topic: Convenience: replace-rotating belts without picking up items
Replies: 4
Views: 1808

Re: Convenience: replace-rotating belts without picking up items

+1

It would also be very useful if placing upgraded belt over existing one would inherit its orientation, and rotate only with a second click - would make upgrading to red/blue belts a lot easier without hitting R million times and gathering stuff from infected nearby belts.
by Harkonnen604
Tue Jul 19, 2016 3:10 pm
Forum: Ideas and Suggestions
Topic: Destroy lootable objects give ressources
Replies: 3
Views: 1152

Re: Destroy lootable objects give ressources

+1. killing trees with shotgun gives unpleasant feeling of wasting resources :)
by Harkonnen604
Tue Jul 19, 2016 3:03 pm
Forum: Ideas and Suggestions
Topic: Make Copy-Item-Marker more Obvious (Shift-left click after source deconstructed)
Replies: 7
Views: 2008

Re: Shift-left click after source deconstructed

It's not clear currently as well :) Game does not highlight copy-paste source (the one shift-right-clicked). It's like clipboard in Windows - you don't remember what's in there, and you frequently don't care because that information is relevant for like 10 seconds after you copied. Anyway, if that's...
by Harkonnen604
Tue Jul 19, 2016 2:19 pm
Forum: Gameplay Help
Topic: [Solved] Filter 1 or more signals from a bunch of signals
Replies: 6
Views: 4332

Re: [Solved] Filter 1 or more signals from a bunch of signals

Got it. Would be very good actually if combinators allowed treating red/green inputs separately and map them to operands. This way each-red * each-green -> each would allow masking out necessary materials.
by Harkonnen604
Tue Jul 19, 2016 2:11 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 499043

Re: Simple Questions and Short Answers

Got it. Thanks :)
by Harkonnen604
Tue Jul 19, 2016 2:06 pm
Forum: Ideas and Suggestions
Topic: Make Copy-Item-Marker more Obvious (Shift-left click after source deconstructed)
Replies: 7
Views: 2008

Make Copy-Item-Marker more Obvious (Shift-left click after source deconstructed)

Not a bug actually, but feature request. I just had a problem with combinators - added more wires than I wanted, then shift-right clicked on a combinator to remember its settings, then removed the combinator (to rewire), then placed it back, and shift-left-click no longer works. It appears that shif...
by Harkonnen604
Tue Jul 19, 2016 2:03 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 499043

Re: Simple Questions and Short Answers

Is there a way to disconnect red/green wire from a combinator? I know about shift-clicking to do that for power poles, but what about combinator connections? Is there a way other than deconstructing a combinator and setting it up again?
by Harkonnen604
Tue Jul 19, 2016 12:59 pm
Forum: Ideas and Suggestions
Topic: Train wagons carrying one item button
Replies: 74
Views: 19531

Re: Train wagons carrying one item button

I suggested once to perform shift-right-click, shift-left-click on a single slot. That will require 30 shift-clicks to paint entire wagon, but these are easy clicks - you keep holding shift, and left-click+move your mouse to all other slots. This way you can paint half of a wagon for iron and half f...
by Harkonnen604
Tue Jul 19, 2016 11:16 am
Forum: Not a bug
Topic: *[0.13.1] [Twinsen] Screen flicker of ore/trees when standing on belt
Replies: 22
Views: 8317

Re: *[0.13.1] [Twinsen] Screen flicker of ore/trees when standing on belt

Some simple motion blur when moving camera/character might help with this, e.g. blend over previous frame with 80% opacity and keep it stacked (like winamp visualizer) for as long as camera movement is in effect. Might be interesting visual feature on its own for fast scrolls. Another option is to s...
by Harkonnen604
Tue Jul 19, 2016 9:15 am
Forum: Gameplay Help
Topic: [Solved] Filter 1 or more signals from a bunch of signals
Replies: 6
Views: 4332

Re: [Solved] Filter 1 or more signals from a bunch of signals

There is much easier way. Put arithmetic combinator for every item you want to filter out with +0 operation (e.g. stone+0 => stone), then gather their outputs. This plus-zero operation also allows to remap signals to different items/colors.
by Harkonnen604
Tue Jul 19, 2016 8:51 am
Forum: Gameplay Help
Topic: I can´t go though the tunnel!!!
Replies: 7
Views: 3557

Re: I can´t go though the tunnel!!!

ssilk wrote:And remember always: The light at the end of the tunnel is eventually a train.
or a furnace
by Harkonnen604
Tue Jul 19, 2016 8:48 am
Forum: Gameplay Help
Topic: Logistic Bots stuck in far parts of Base
Replies: 16
Views: 5245

Re: Logistic Bots stuck in far parts of Base

Making idle bots pick random roboport to go for vacation would probably solve the problem and evenly distribute them across the base.
by Harkonnen604
Mon Jul 18, 2016 1:36 pm
Forum: Ideas and Suggestions
Topic: Running multiple electric networks via single power pole
Replies: 16
Views: 4607

Re: Running multiple electric networks via single power pole

You can also use this trick for nonessential parts of your factory: https://wiki.factorio.com/index.php?title=Power_production#Isolation_of_Power_Networks Nice stuff! :) didn't know about it. Thanks I don't get it. Can't you already run custom built power networks by connecting copper lines however...
by Harkonnen604
Sat Jul 16, 2016 6:15 pm
Forum: Gameplay Help
Topic: [Solved] How I get 7 Item in a chest?
Replies: 16
Views: 6148

Re: How I get 7 Item in a chest?

Heh :) it sounds so many times that devs probably should drop items one by one and recheck circuit/logistic condition after every single piece dropped (within single update tick ofc). Whatever remains in stacked inserter hand remains there, but the hand is turned back to gather more and gathering ti...
by Harkonnen604
Sat Jul 16, 2016 6:01 pm
Forum: Ideas and Suggestions
Topic: Running multiple electric networks via single power pole
Replies: 16
Views: 4607

Re: Running multiple electric networks via single power pole

btw, there is another case when separate outpost electric network is useful - if you go without solar, you'd want to keep coal drills prioritized by diverting entire factory power to them during outages (like with laser turrets) to avoid death spiral.
by Harkonnen604
Sat Jul 16, 2016 8:44 am
Forum: Not a bug
Topic: Diagonal rail segment looks weird before construction
Replies: 5
Views: 1770

Re: Diagonal rail segment looks weird before construction

Rseding91 wrote:That's exactly how they look in 0.12 when you're holding them to be built...
I've checked some youtube videos - you are right. It's strange I didn't notice this thing before :)
by Harkonnen604
Sat Jul 16, 2016 8:32 am
Forum: News
Topic: Friday Facts #147 - Multiplayer rewrite
Replies: 68
Views: 32677

Re: Friday Facts #147 - Multiplayer rewrite

That would never work... you want to run the game *twice* on every computer would just make someone with a slow computer lag behind *even more*. I mean situation when all players can handle 60+ UPS, but ping is just too high, e.g. two Dell Alienware playing Factorio between UK and Australia :) That...
by Harkonnen604
Fri Jul 15, 2016 11:59 pm
Forum: News
Topic: Friday Facts #147 - Multiplayer rewrite
Replies: 68
Views: 32677

Re: Friday Facts #147 - Multiplayer rewrite

What would help in huge lag situations is if game tracks two distinct game states - one real which encompasses all other players actions in sync (and may lag behind) and one virtual that simulates the game from the point of last synced exchange considering other players made no actions whatsoever, a...
by Harkonnen604
Fri Jul 15, 2016 11:44 pm
Forum: Gameplay Help
Topic: How to avoid an oil deadlock
Replies: 53
Views: 35631

Re: How to avoid an oil deadlock

you get nothing in return from all the launched rockets You get the purpose of building that megafactory :) What's the point in placing a lot of assemblers, modules and trains if factory is standing still because it has no output at some constant rate? For me factorio is about reaching production r...

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