Search found 291 matches

by <NO_NAME>
Wed Mar 07, 2018 8:53 am
Forum: Outdated/Not implemented
Topic: Set chain signals to red via circuit network
Replies: 95
Views: 27083

Re: Set chain signals to red via circuit network

It would simplify my rail crossing blueprint. Right now I have to have normal and chain signal one after another because I have to both stop the train and make sure that it won't enter on the crossing if it have not enough space to leave the stop. I don't think this always works, though. Setting cha...
by <NO_NAME>
Tue Mar 06, 2018 3:24 pm
Forum: Ideas and Suggestions
Topic: Separate signals to/from red and green wires
Replies: 70
Views: 20264

Re: Separate signals to/from red and green wires

Just don't mix red and green signals before working with it. State of the art is to use red for requests and green for provider in the main power lines. Necessary signals can be split of or transmitted on the cables with combinators. Honestly i don't see a reason to implement this. You know, not ev...
by <NO_NAME>
Tue Mar 06, 2018 3:12 pm
Forum: Ideas and Suggestions
Topic: Block rail section based on train condition
Replies: 18
Views: 6013

Re: Block rail section based on train condition

Or it could make it faster because paths get blocked and don't need to be searched. I think that it would be faster if many trains would have set conditions that block some paths and slower if most of trains can go everywhere. Anyway, checking that conditions doesn't seem to be computable heavy so ...
by <NO_NAME>
Thu Mar 01, 2018 2:02 pm
Forum: Ideas and Suggestions
Topic: Reinforced concrete walls
Replies: 8
Views: 3891

Re: Reinforced concrete walls

bobingabout wrote:
Supercheese wrote:+1, I believe other mods like Bob's have this. I'd like to see it in vanilla as well.
I add a second tier of wall that uses it.
Is there something that you didn't add? ;-)
by <NO_NAME>
Wed Feb 28, 2018 8:11 am
Forum: Ideas and Suggestions
Topic: Reduce Map Icon Size on re-size
Replies: 1
Views: 1046

Re: Reduce Map Icon Size on re-size

I agree.
by <NO_NAME>
Tue Feb 27, 2018 10:34 pm
Forum: Off topic
Topic: You know you play Factorio too much when...
Replies: 164
Views: 302296

Re: You know you play Factorio too much when...

... you wonder why they use inserters to buld cars while it would be much easier with assembly machines (and what research unlocks such advanced inserters anyway). ... you ask a gun dealer about a price of a laser turret so you can keep your annoying neighbors at distance. ... you wonder why you've ...
by <NO_NAME>
Fri Feb 23, 2018 9:31 pm
Forum: News
Topic: Friday Facts #231 - Belt compression & Crash log uploading
Replies: 89
Views: 45800

Re: Friday Facts #231 - Belt compression & Crash log uploading

If you can't find the bug, it is 90% chance that this is thread synchronization.
by <NO_NAME>
Fri Feb 23, 2018 4:08 pm
Forum: Ideas and Suggestions
Topic: Solution To Biters Destroying Power Poles
Replies: 39
Views: 12671

Re: Solution To Biters Destroying Power Poles

I wouldn't really mind bitters destroying some pole every few hours. That would force me to make some redundancy and backup systems. However, after some time number of outpost increases and bitters become more aggressive. More and more power poles are destroyed and player is forced to repair them pe...
by <NO_NAME>
Fri Feb 23, 2018 7:20 am
Forum: Ideas and Suggestions
Topic: Solution To Biters Destroying Power Poles
Replies: 39
Views: 12671

Re: Solution To Biters Destroying Power Poles

To everyone that propose to just create self-powered outpost: I wan't to remind you that electric poles can also have circuit network wires on them. ... Destroyed trains and power poles. Answer its big trains (i use 10loco+28mix wagons) behemoths gets run over without slowimg down. ... WOW, this is ...
by <NO_NAME>
Thu Feb 22, 2018 5:44 pm
Forum: Ideas and Suggestions
Topic: Solution To Biters Destroying Power Poles
Replies: 39
Views: 12671

Re: Solution To Biters Destroying Power Poles

I have nothing to add. (I generally agree with Deadly-Bagel.) I write this post only to subscribe to the discussion.
by <NO_NAME>
Thu Feb 22, 2018 11:25 am
Forum: Ideas and Suggestions
Topic: Disable Newly Placed Logistic Storage Chests
Replies: 6
Views: 2648

Re: Disable Newly Placed Logistic Storage Chests

This would be very irritating to have to enable each placed logistic chests. Even bigger problem is where you are placing such chest via construction robots, in an outpost which is 5 minutes from where that player is. You can blueprint one disconnected chest, then place disconnected ghost, so bots ...
by <NO_NAME>
Thu Feb 22, 2018 10:59 am
Forum: Ideas and Suggestions
Topic: Disable Newly Placed Logistic Storage Chests
Replies: 6
Views: 2648

Re: Disable Newly Placed Logistic Storage Chests

This would be very irritating to have to enable each placed logistic chests.
Even bigger problem is where you are placing such chest via construction robots, in an outpost which is 5 minutes from where that player is.
by <NO_NAME>
Thu Feb 22, 2018 10:02 am
Forum: Ideas and Suggestions
Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
Replies: 135
Views: 40603

Re: Roboports should output missing materials to circuit network

This! I want this (the OP request, not the musings afterwords) - Roboports should report negative values for the things they need for the constructors but don't have, OR, barring that, it should be a select-able toggle akin to 'read logistic network contents' or 'read robot statistics'. I have a be...
by <NO_NAME>
Thu Feb 22, 2018 9:57 am
Forum: Ideas and Suggestions
Topic: Add a space saving"circuit box" for combinator setups
Replies: 18
Views: 5216

Re: Add a space saving"circuit box" for combinator setups

It would be especially useful because it would have a clear input and output. At this moment, blueprinted combinators create spaghetti-like mess. You have to put a lot of work to even mark where to connect input signals and where output ones. And if you place two such blueprints too close to each ot...
by <NO_NAME>
Wed Feb 21, 2018 1:41 pm
Forum: Ideas and Suggestions
Topic: Zooming and scrolling in blueprint dialog
Replies: 6
Views: 2464

Re: Zooming and scrolling in blueprint dialog

I agree. Even medium-sized blueprints tends to have so small entities that is it hard to read it. If blueprint is big and you trying to find and remove e.g. some additional electric poles which belongs to neighboring structuctures, then good luck, you'll need it.
by <NO_NAME>
Wed Feb 21, 2018 9:52 am
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42838

Re: Automatically landfill when placing blueprints/ghosts

Aeternus wrote:I'd advise to not do this, for a simple reason: It cannot be undone. If you misalign a blueprint you can accidentally fill in areas you need to stay water.
That's why you would have to press shift to confirm that.
by <NO_NAME>
Tue Feb 20, 2018 11:52 am
Forum: This Forum
Topic: Kudos
Replies: 3
Views: 2610

Re: Kudos

I'll just leave that here: viewtopic.php?f=6&t=53863
by <NO_NAME>
Tue Feb 20, 2018 11:47 am
Forum: Implemented Suggestions
Topic: Deconstruction Book
Replies: 27
Views: 8899

Re: Deconstruction Book

DoppyNL wrote:Great idea, although I would prefer deconstruction planners to be added to existing books. Often they are related and it makes it easier to find them if they are in the same book.
+1
by <NO_NAME>
Tue Feb 20, 2018 11:43 am
Forum: Ideas and Suggestions
Topic: Improve Cliff-related wall placement/visualization
Replies: 9
Views: 3807

Re: Improve Cliff-related wall placement/visualization

We definitely need that. Often you can't place wall close enough to a cliff to block passage. It is a real pain to try to connect them.
by <NO_NAME>
Tue Feb 20, 2018 11:31 am
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42838

Re: Automatically landfill when placing blueprints/ghosts

Automated landfill was removed as it was considered a cheat allowing player to create fully isolated islands. I suppose this is not coming back as well as "waterfill" for the same reason. You can make an isolated island manually without any problems. I doubt that automated landfill wouldn...

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