Search found 282 matches

by <NO_NAME>
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? ...
by <NO_NAME>
Mon Apr 10, 2017 9:35 am
Forum: Off topic
Topic: Dont read this
Replies: 25
Views: 7977

Re: Dont read this

Ddev4u009 wrote:Its in Human nature , To do what's said not to be done :)
Let's check that.
YOU HAVE TO READ THIS
by <NO_NAME>
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.
by <NO_NAME>
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.
by <NO_NAME>
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

steinio wrote:2 and 3 are chained/connected together and 1 is not. It's really simple.
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.
by <NO_NAME>
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 ...
by <NO_NAME>
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...
by <NO_NAME>
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...
by <NO_NAME>
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?
by <NO_NAME>
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...
by <NO_NAME>
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...
by <NO_NAME>
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 ...
by <NO_NAME>
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 ☸
by <NO_NAME>
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...
by <NO_NAME>
Sat Dec 17, 2016 12:55 am
Forum: Ideas and Suggestions
Topic: Late game annoyance
Replies: 20
Views: 3779

Re: Late game annoyance

Slayn25 wrote:I say the train should derail, explode, and then the aliens steal yours resources. Welcome to Dark Souls - Factorio.
Yeah, and you have only one life. If you die, your saves are deleted.
by <NO_NAME>
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...
by <NO_NAME>
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...
by <NO_NAME>
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...

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