Search found 64 matches
- Fri Jul 08, 2016 2:47 am
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 14163
Re: Chaining wires for 0.13
Well, since 24 hours is an eternity on the internet, I went ahead and made this post to request that my algorithm be implemented.
- Fri Jul 08, 2016 2:40 am
- Forum: Not a bug
- Topic: circuit network wires: allow both chain and star topology
- Replies: 15
- Views: 5564
circuit network wires: allow both chain and star topology
In 0.13.5, the following change was made: [*]When connecting circuit wires, the wire will re-anchor to the last entity clicked. (https://forums.factorio.com/28096) Several of us actually preferred the old (new) behavior, and seemingly everyone believes it would be best if both behaviors were availab...
- Thu Jul 07, 2016 12:41 am
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 14163
Re: Chaining wires for 0.13
In the future im sure I could've found a use for star wiring.. I'd love to see it as a shift+click or ctrl or another key that would work only while placing wires and therefore not intervene with normal keys used for the same thing. 0.14 maybe? :) I'm sure that a combination of the two placing opti...
- Wed Jul 06, 2016 1:39 pm
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 14163
Re: Chaining wires for 0.13
I'm rather surprised to find anyone does it any other way. You'll probably also be rather surprised how inconvenient your approach is when you start building actually complicated circuits (that do more than just adding "light oil" + "heavy oil" and trigger a pump). So it isn't j...
- Wed Jul 06, 2016 4:37 am
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 14163
Re: Chaining wires for 0.13
Seriously, I thought it was a new feature, or at least a resolution of an old annoyance, as I always do star topology connecting every item to a pole rather than to each other. Inquiring minds want to know -- what are you doing when you do this? Everything. Stuff needs to connect to the network, th...
- Wed Jul 06, 2016 3:07 am
- Forum: General discussion
- Topic: Chaining wires for 0.13
- Replies: 38
- Views: 14163
Re: Chaining wires for 0.13
Can we get an option for this? I probably wouldn't have noticed the update to 0.13.5 if it wasn't for this getting reverted. :( Seriously, I thought it was a new feature, or at least a resolution of an old annoyance, as I always do star topology connecting every item to a pole rather than to each o...
- Thu Jun 30, 2016 7:27 pm
- Forum: Resolved Problems and Bugs
- Topic: Switch: Reproducible crash when bypassing & removing bypass
- Replies: 5
- Views: 2211
Re: Crash Log
It's made with 0.13.1. I made it specifically to cause this crash, so there's virtually nothing in it and the replay is only like 5 mins.
- Thu Jun 30, 2016 7:24 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Provider Chest with minimum level
- Replies: 20
- Views: 14650
Re: Logistic Provider Chest with minimum level
Oh, I see. When you say... Yes. But there are many other ways to achieve that. ...you don't mean that there are ways that exist in the game as it exists right now without mods that will solve this particular problem, you just mean that there are other ideas for stuff. So you weren't debating the nee...
- Thu Jun 30, 2016 3:10 pm
- Forum: Resolved Problems and Bugs
- Topic: Switch: Reproducible crash when bypassing & removing bypass
- Replies: 5
- Views: 2211
Re: Crash Log
OK, I created a simple test case for this in creative mode, and enabled "replay" in case that helps. http://www.filedropper.com/crashtest0 crashtest0.zip sha1: 4e39c729c5f6f90dc0ec471d789171825dd65246 md5: 116a79b2fbc480184f0b108882c31e03 Steps to cause the crash: 1. Load that map. It has ...
- Thu Jun 30, 2016 3:55 am
- Forum: Ideas and Suggestions
- Topic: Logistic Provider Chest with minimum level
- Replies: 20
- Views: 14650
Re: Logistic Provider Chest with minimum level
Yes. But there are many other ways to achieve that. Like? PS: Don't take my pulling your text through the autosummarizer to serious. ;) Well, I'll try to keep this short enough to read: I spent about five hours writing that text, thinking the suggestion through from all the angles: Why it was neces...
- Thu Jun 30, 2016 2:29 am
- Forum: Resolved Problems and Bugs
- Topic: Switch: Reproducible crash when bypassing & removing bypass
- Replies: 5
- Views: 2211
Switch: Reproducible crash when bypassing & removing bypass
Is there not a special place for these things? Oh well, here you go: 0.000 2016-06-29 08:28:37; Factorio 0.13.1 (Build 22864, linux64, alpha) 0.069 Operating system: Linux (LinuxMint 17) 0.069 Program arguments: "./factorio" 0.069 Read data path: /home/pj/factorio-0.13.1/data 0.069 Write d...
- Wed Jun 29, 2016 8:04 pm
- Forum: Ideas and Suggestions
- Topic: Inserters moving stacks into nearly-full cargo wagons...
- Replies: 3
- Views: 1679
Inserters moving stacks into nearly-full cargo wagons...
I decided try the one-inserter one-chest train unloading shown here: https://www.factorio.com/blog/post/fff-140 -- look under the heading "circuit network examples" It works fine, but it seems there's a rather obvious missing feature to go along with it, which is being able to do the rever...
- Wed Jun 29, 2016 6:23 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Provider Chest with minimum level
- Replies: 20
- Views: 14650
Re: Logistic Provider Chest with minimum level
Nevertheless it increases game-complexity and does not add much game-value. ;) I'd say it would add more value than the active provider chest, and we already have the active provider chest. Indeed, we could remove the active provider chest and replace it with this new local provider chest, and I do...
- Sun Jun 19, 2016 3:53 am
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 14096
Re: Trains reserve paths by segments instead of blocks
Not sure anyone is understanding me... Let's try some math! A single mining machine outputs 0.4 ore per second. Say you find a huge ore patch you can fit 50 machines on. That's 20 ore per second. So you make a train that's 10 cargo wagons long, so it can hold 15k ore. To get 15k ore at 20 ore per se...
- Thu Jun 16, 2016 7:33 pm
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 14096
Re: Trains reserve paths by segments instead of blocks
Also, the train stop needs to be able to be configured to keep a train for much more than 200 seconds. 600 seconds at least, probably 1000. (For the time being though, it does work to simply put the same stop in the list multiple times.) With that speed you can use also belts. Makes no sense. :) Wi...
- Wed Jun 15, 2016 8:33 pm
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 14096
Re: Trains reserve paths by segments instead of blocks
Well, I gave longer trains a try... The good: I can have a train that spends 5 minutes filling up and 5 minutes unloading, which creates very little traffic on the rail network. No problems keeping my smelting operation running since the long line of cars fills steel chests to the max, and so it tak...
- Mon Jun 13, 2016 3:31 pm
- Forum: Balancing
- Topic: Gun turrets working without eletricity
- Replies: 44
- Views: 13582
Re: Gun turrets working without eletricity
The thing is you need at least some way to defend your base even in case of power shortage. Laser will not work without current, but I think it's OK for gun turrets (I agree, not realistic, but acceptable gameplay wise). Why shouldn't a power outage be a catastrophic event? Why are semi-intelligent...
- Sun Jun 12, 2016 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 14096
Re: Trains reserve paths by segments instead of blocks
Of course, three minutes after I post, it occurs to me that maybe the problem might actually be in the engines: I'd make way longer trains if it weren't that, after about ten cars, the speed of the train is so low that I don't want to make it any longer. (Slower acceleration makes sense, but I would...
- Sun Jun 12, 2016 2:09 pm
- Forum: Ideas and Suggestions
- Topic: Trains reserve paths by segments instead of blocks
- Replies: 42
- Views: 14096
Re: Trains reserve paths by segments instead of blocks
The intersections with many signals are a problem, but I think the source of that problem is that such complex intersections (tracks going both directions intersecting with other tracks going in both directions) are necessary at all. In real life, trains manage to make do without such intersections,...
- Sun Jun 12, 2016 12:44 pm
- Forum: Implemented Suggestions
- Topic: Minimal deconstruction time for everything
- Replies: 11
- Views: 3347
Re: Minimal deconstruction time for everything
Well, I'd have no issue with it being harder to deconstruct a fluid tank that contains a liquid, given that the liquid is lost. I think it would even make sense if it weren't possible to remove the tank until it is empty. (Like how you can't remove a chest until it is empty.) So first you'd have to ...