Search found 291 matches
- 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- Forum: Outdated/Not implemented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...
- 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...
- 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 ...
- Thu Mar 01, 2018 2:02 pm
- Forum: Ideas and Suggestions
- Topic: Reinforced concrete walls
- Replies: 8
- Views: 3891
Re: Reinforced concrete walls
Is there something that you didn't add?bobingabout wrote:I add a second tier of wall that uses it.Supercheese wrote:+1, I believe other mods like Bob's have this. I'd like to see it in vanilla as well.
- 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.
- 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 ...
- 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.
- 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...
- 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 ...
- 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.
- 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 ...
- 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.
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.
- 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...
- 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...
- 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.
- 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
That's why you would have to press shift to confirm that.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.
- 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
- Tue Feb 20, 2018 11:47 am
- Forum: Implemented Suggestions
- Topic: Deconstruction Book
- Replies: 27
- Views: 8899
Re: Deconstruction Book
+1DoppyNL 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.
- 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.
- 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...