Search found 282 matches
- Tue Apr 18, 2017 11:13 am
- Forum: Ideas and Suggestions
- Topic: Additional Virtual Signals for Operating on Red and Green
- Replies: 21
- Views: 5564
Re: Additional Virtual Signals for Operating on Red and Green
No. We can already do this in vanilla by adding an extra combinator or two. Please don't make the GUI more complicated. There is a lot of things, you can't do. E.g., how would you approach a situation when you need to multiply/divide each value from red wire by corresponding value from green wire? ...
- Sun Apr 16, 2017 1:06 pm
- Forum: Ideas and Suggestions
- Topic: Additional Virtual Signals for Operating on Red and Green
- Replies: 21
- Views: 5564
- Mon Apr 10, 2017 9:35 am
- Forum: Off topic
- Topic: Dont read this
- Replies: 25
- Views: 7977
Re: Dont read this
Let's check that.Ddev4u009 wrote:Its in Human nature , To do what's said not to be done
YOU HAVE TO READ THIS
- Sat Apr 08, 2017 12:50 am
- Forum: News
- Topic: Friday Facts #185 - Progress report
- Replies: 93
- Views: 37661
Re: Friday Facts #185 - Progress report
The new night vision is definitely step in the right direction. Although, if I were you, I would left it a little greenish to hint that it is still the night vision and not just a bright night. And, as you are already into shaders, you could make dark places grainy. It would look amazing.
- Tue Apr 04, 2017 8:28 pm
- Forum: Off topic
- Topic: Dont read this
- Replies: 25
- Views: 7977
Re: Dont read this
Do not mind me. I'm just shitposting here.
- Fri Mar 31, 2017 4:08 pm
- Forum: Ideas and Suggestions
- Topic: Early Blueprints: Empower the Axe
- Replies: 5
- Views: 3363
- Wed Mar 29, 2017 9:40 pm
- Forum: Implemented Suggestions
- Topic: Liquid wagon partitioning and filtering
- Replies: 17
- Views: 23999
Re: Liquid wagon partitioning and filtering
Not really. It is simple if you can see a chain as a reference. When all tanks are disconnected, an open pipe is what springs to mind first.steinio wrote:2 and 3 are chained/connected together and 1 is not. It's really simple.
- Sat Mar 18, 2017 2:47 am
- Forum: Combinator Creations
- Topic: Red-green cable connector
- Replies: 3
- Views: 1731
Re: Red-green cable connector
I can't believe that I didn't think of that before. Well, actually I can. I was able to create the second version after I finally understand how the first one works. You can say that the version 1.0 was a necessary step in my creative process. Thanks for Killcreek2 for inducing me to reconsider the ...
- Sat Mar 18, 2017 2:08 am
- Forum: Combinator Creations
- Topic: Red-green cable connector
- Replies: 3
- Views: 1731
Re: Red-green cable connector
Basically, the only problem here is to prevent signal from looping but that's not easy at all. I had tried a few simpler solution but them all failed. In the end, I came to conclusion that the circuit have to have some kind of internal memory because it is impossible to determine which signals origi...
- Thu Mar 16, 2017 7:22 pm
- Forum: Combinator Creations
- Topic: Red-green cable connector
- Replies: 3
- Views: 1731
Red-green cable connector
Notice that a few posts further is a new version of the connector which is much better than this one. Version 1.0 I created a circuit that connects red and green wire. They behaves as one contiguous wire afterwards (besides a 3-cycle delay = 0.05 sec). There is a lot of combinators for a circuit wi...
- Tue Feb 21, 2017 5:46 pm
- Forum: Ideas and Suggestions
- Topic: Fish
- Replies: 10
- Views: 6881
Re: Fish
Who is stupid enough to eat a random fish found on an alien planet, anyway?
- Tue Feb 21, 2017 1:39 pm
- Forum: Ideas and Suggestions
- Topic: Chemical Production Optimization by Temperature (Tempo produkcji zalezne o temperatury płynu.)
- Replies: 8
- Views: 3068
Re: Tempo produkcji zalezne o temperatury płynu.
Moja znajomość języka angielskiego, jest słaba, więc nie będę się produkował, ani ośmieszał, próbując go używać. Na wstępie więc, chciałbym prosić kogoś, kto zna w/w język, żeby przetłumaczył mój post. <Polish> Sorki, ale chyba ośmieszyłeś się jeszcze bardziej, próbując pisać po polsku na międzynar...
- Wed Jan 18, 2017 12:24 am
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 46347
Re: Train station skipping conditions
I would allow circuit conditions to be skipping conditions BUT it would be based on signals at the current station. Somebody would ask what would be use of this but I dare to state that this would be the most powerful of all skipping conditions. Circuit network is named that not without a reason. We...
- Sun Jan 01, 2017 11:59 pm
- Forum: Ideas and Suggestions
- Topic: Train station skipping conditions
- Replies: 143
- Views: 46347
Re: Train station skipping conditions
That's not true, in my base, it's the train that knows what it needs, not the station. Example: I have train that goes to about six supply stations before returning to a factory outpost. This train sets out as soon as any of the supplies run out, but it could skip all other stations. However, each ...
- Sun Jan 01, 2017 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Show Non-Researched Items as Locked
- Replies: 12
- Views: 3899
Re: Show Non-Researched Items as Locked
This idea would work very well with that one: Ghost building ☸
- Tue Dec 20, 2016 8:54 pm
- Forum: Ideas and Suggestions
- Topic: Show belt history
- Replies: 5
- Views: 1398
Re: Show belt history
What I would find much more useful is a signpost that I can place besides the belts. You will find a lot of signpost suggestions... And what you really need is some kind of half-automatic placing of such signposts. Example: Place post near belt. Click edit text, click on the be belt, text is create...
- Sat Dec 17, 2016 12:55 am
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 3779
Re: Late game annoyance
Yeah, and you have only one life. If you die, your saves are deleted.Slayn25 wrote:I say the train should derail, explode, and then the aliens steal yours resources. Welcome to Dark Souls - Factorio.
- Wed Nov 30, 2016 10:35 pm
- Forum: Ideas and Suggestions
- Topic: More clever autosave
- Replies: 10
- Views: 1439
Re: More clever autosave
I can feel your pain, but this approach would be pretty much useless with multiplayer. There is no chance that each player would decide to stop moving mouse in the same moment. That would end as an 1-minute countdown to autosave, which is actually a good idea except that a 10 seconds would do. (Ther...
- Wed Nov 30, 2016 10:19 pm
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 3779
Re: Late game annoyance
I would suggest having trains bump objects to the side with a minor loss of speed. If the entity cannot be moved to the side (due to collision with another entity) it should try to push it forward instead, then collide with it again and re-apply the damage and speed loss, repeating until the entity...
- Tue Nov 29, 2016 11:00 pm
- Forum: Ideas and Suggestions
- Topic: Late game annoyance
- Replies: 20
- Views: 3779
Re: Late game annoyance
I would suggest having trains bump objects to the side with a minor loss of speed. If the entity cannot be moved to the side (due to collision with another entity) it should try to push it forward instead, then collide with it again and re-apply the damage and speed loss, repeating until the entity...